diff --git a/aurorastation.dme b/aurorastation.dme
index 456080e5533..69d8cc3af74 100644
--- a/aurorastation.dme
+++ b/aurorastation.dme
@@ -34,6 +34,7 @@
#include "code\__defines\lists.dm"
#include "code\__defines\machinery.dm"
#include "code\__defines\master_controller.dm"
+#include "code\__defines\materials.dm"
#include "code\__defines\math_physics.dm"
#include "code\__defines\minimap.dm"
#include "code\__defines\mining.dm"
@@ -184,6 +185,7 @@
#include "code\controllers\subsystems\law.dm"
#include "code\controllers\subsystems\lighting.dm"
#include "code\controllers\subsystems\machinery.dm"
+#include "code\controllers\subsystems\materials.dm"
#include "code\controllers\subsystems\mob.dm"
#include "code\controllers\subsystems\mob_ai.dm"
#include "code\controllers\subsystems\news.dm"
diff --git a/code/__defines/materials.dm b/code/__defines/materials.dm
new file mode 100644
index 00000000000..11cf6d4a390
--- /dev/null
+++ b/code/__defines/materials.dm
@@ -0,0 +1,66 @@
+#define MATERIAL_PLASTIC "plastic"
+#define MATERIAL_PLASTIC_HOLO "holoplastic"
+#define MATERIAL_PLASTEEL "plasteel"
+#define MATERIAL_STEEL "steel"
+#define MATERIAL_GLASS "glass"
+#define MATERIAL_GLASS_REINFORCED "rglass"
+#define MATERIAL_GLASS_WIRED "wired glass"
+#define MATERIAL_GLASS_PHORON "borosilicate glass"
+#define MATERIAL_GLASS_REINFORCED_PHORON "reinforced borosilicate glass"
+#define MATERIAL_GOLD "gold"
+#define MATERIAL_SILVER "silver"
+#define MATERIAL_DIAMOND "diamond"
+#define MATERIAL_PHORON "phoron"
+#define MATERIAL_URANIUM "uranium"
+#define MATERIAL_SANDSTONE "sandstone"
+#define MATERIAL_CONCRETE "concrete"
+#define MATERIAL_IRON "iron"
+#define MATERIAL_PLATINUM "platinum"
+#define MATERIAL_BRONZE "bronze"
+#define MATERIAL_OSMIUM "osmium"
+#define MATERIAL_MARBLE "marble"
+#define MATERIAL_CULT "cult"
+#define MATERIAL_CULT_REINFORCED "cult_reinforced"
+#define MATERIAL_TITANIUM "titanium"
+#define MATERIAL_SAND "sand"
+#define MATERIAL_DIONA "biomass"
+#define MATERIAL_VAURCA "alien biomass"
+#define MATERIAL_TRITIUM "tritium"
+#define MATERIAL_HYDROGEN_METALLIC "mhydrogen"
+#define MATERIAL_ELEVATOR "elevatorium"
+#define MATERIAL_SHUTTLE "shuttle"
+#define MATERIAL_SHUTTLE_SKRELL "skrell"
+#define MATERIAL_RUST "rust"
+#define MATERIAL_CARDBOARD "cardboard"
+
+// Leathers and related.
+#define MATERIAL_RESIN "resin"
+#define MATERIAL_LEATHER "leather"
+#define MATERIAL_BONE "bone"
+#define MATERIAL_BONE_CURSED "cursed bone"
+#define MATERIAL_HIDE "hide"
+#define MATERIAL_HIDE_CORGI "corgi hide"
+#define MATERIAL_HIDE_CAT "cat hide"
+#define MATERIAL_HIDE_MONKEY "monkey hide"
+#define MATERIAL_HIDE_LIZARD "lizard hide"
+#define MATERIAL_HIDE_ALIEN "alien hide"
+#define MATERIAL_HIDE_HUMAN "human hide"
+
+// Wood.
+#define MATERIAL_WOOD "wood"
+#define MATERIAL_WOOD_HOLO "holowood"
+#define MATERIAL_WOOD_LOG "log"
+#define MATERIAL_WOOD_BRANCH "branch"
+
+// Cloth and related.
+#define MATERIAL_CLOTH "cloth"
+#define MATERIAL_COTTON "cotton"
+#define MATERIAL_CARPET "carpet"
+#define MATERIAL_CLOTH_TEAL "teal"
+#define MATERIAL_CLOTH_BLACK "black"
+#define MATERIAL_CLOTH_GREEN "green"
+#define MATERIAL_CLOTH_PURPLE "purple"
+#define MATERIAL_CLOTH_BLUE "blue"
+#define MATERIAL_CLOTH_BEIGE "beige"
+#define MATERIAL_CLOTH_LIME "lime"
+
diff --git a/code/controllers/subsystems/garbage-debug.dm b/code/controllers/subsystems/garbage-debug.dm
index ac19afb0db3..010c8ffb509 100644
--- a/code/controllers/subsystems/garbage-debug.dm
+++ b/code/controllers/subsystems/garbage-debug.dm
@@ -747,7 +747,6 @@
SearchVar(swapmaps_initialized)
SearchVar(swapmaps_loaded)
SearchVar(swapmaps_byname)
- SearchVar(name_to_material)
SearchVar(minevendor_list)
SearchVar(total_extraction_beacons)
SearchVar(ore_data)
diff --git a/code/controllers/subsystems/initialization/misc_early.dm b/code/controllers/subsystems/initialization/misc_early.dm
index 1321e0d9c14..31690fd1813 100644
--- a/code/controllers/subsystems/initialization/misc_early.dm
+++ b/code/controllers/subsystems/initialization/misc_early.dm
@@ -21,9 +21,6 @@
global_hud.holomap
)
- // This is kinda important. Set up details of what the hell things are made of.
- populate_material_list()
-
// Create autolathe recipes, as above.
populate_lathe_recipes()
diff --git a/code/controllers/subsystems/materials.dm b/code/controllers/subsystems/materials.dm
new file mode 100644
index 00000000000..24793f48536
--- /dev/null
+++ b/code/controllers/subsystems/materials.dm
@@ -0,0 +1,41 @@
+var/datum/controller/subsystem/materials/SSmaterials
+
+/datum/controller/subsystem/materials
+ name = "Materials"
+ init_order = SS_INIT_MISC_FIRST
+ flags = SS_NO_FIRE
+
+ var/list/materials
+ var/list/materials_by_name
+
+/datum/controller/subsystem/materials/New()
+ NEW_SS_GLOBAL(SSmaterials)
+
+/datum/controller/subsystem/materials/Initialize()
+ create_material_lists()
+ . = ..()
+
+/datum/controller/subsystem/materials/proc/create_material_lists()
+ if(LAZYLEN(materials))
+ return
+
+ materials = list()
+ materials_by_name = list()
+
+ for(var/M in subtypesof(/material))
+ var/material/material = new M
+ if(material.name)
+ materials += material
+ materials_by_name[lowertext(material.name)] = material
+
+/datum/controller/subsystem/materials/proc/get_material_by_name(var/M)
+ if(!materials_by_name)
+ create_material_lists()
+ . = materials_by_name[M]
+ if(!.)
+ log_debug("Material not found: [M].")
+
+/datum/controller/subsystem/materials/proc/material_display_name(var/M)
+ var/material/material = get_material_by_name(M)
+ if(material)
+ return material.display_name
diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm
index 57f123d9771..edad2f65b94 100644
--- a/code/defines/obj/weapon.dm
+++ b/code/defines/obj/weapon.dm
@@ -377,7 +377,7 @@
name = "power control module"
icon_state = "power_mod"
desc = "Heavy-duty switching circuits for power control."
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
/obj/item/module/power_control/attackby(obj/item/W, mob/user)
if(W.ismultitool())
diff --git a/code/game/gamemodes/cult/cultify/obj.dm b/code/game/gamemodes/cult/cultify/obj.dm
index cbc0825cb67..13ca9b471ef 100644
--- a/code/game/gamemodes/cult/cultify/obj.dm
+++ b/code/game/gamemodes/cult/cultify/obj.dm
@@ -130,10 +130,10 @@
..()
/obj/structure/table/cultify()
- if(material == "cult" || reinforced == "cult")
+ if(material == SSmaterials.get_material_by_name(MATERIAL_CULT) || reinforced == SSmaterials.get_material_by_name(MATERIAL_CULT))
return
- material = get_material_by_name("cult")
- reinforced = get_material_by_name("cult")
+ material = SSmaterials.get_material_by_name(MATERIAL_CULT)
+ reinforced = SSmaterials.get_material_by_name(MATERIAL_CULT)
update_desc()
update_connections(1)
update_icon()
diff --git a/code/game/machinery/alarm.dm b/code/game/machinery/alarm.dm
index 597f479b1f6..6c016f213b8 100644
--- a/code/game/machinery/alarm.dm
+++ b/code/game/machinery/alarm.dm
@@ -840,6 +840,6 @@ Just a object used in constructing air alarms
icon_state = "door_electronics"
desc = "Looks like a circuit. Probably is."
w_class = 2.0
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
// Fire Alarms moved to firealarm.dm
\ No newline at end of file
diff --git a/code/game/machinery/autolathe.dm b/code/game/machinery/autolathe.dm
index f6942541b07..ff3557851b4 100644
--- a/code/game/machinery/autolathe.dm
+++ b/code/game/machinery/autolathe.dm
@@ -11,8 +11,8 @@
clickvol = 30
var/list/machine_recipes
- var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
- var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
+ var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0)
+ var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0)
var/show_category = "All"
var/hacked = FALSE
@@ -300,7 +300,7 @@
/obj/machinery/autolathe/dismantle()
for(var/mat in stored_material)
- var/material/M = get_material_by_name(mat)
+ var/material/M = SSmaterials.get_material_by_name(mat)
if(!istype(M))
continue
var/obj/item/stack/material/S = new M.stack_type(get_turf(src))
diff --git a/code/game/machinery/camera/camera_assembly.dm b/code/game/machinery/camera/camera_assembly.dm
index 86d80bb1298..53ea47020b2 100644
--- a/code/game/machinery/camera/camera_assembly.dm
+++ b/code/game/machinery/camera/camera_assembly.dm
@@ -6,7 +6,7 @@
w_class = 2
anchored = 0
- matter = list(DEFAULT_WALL_MATERIAL = 700,"glass" = 300)
+ matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 300)
// Motion, EMP-Proof, X-Ray
var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/material/osmium, /obj/item/stock_parts/scanning_module)
diff --git a/code/game/machinery/deployable.dm b/code/game/machinery/deployable.dm
index 786d5c3e041..e2372e361a2 100644
--- a/code/game/machinery/deployable.dm
+++ b/code/game/machinery/deployable.dm
@@ -64,13 +64,12 @@ for reference:
density = 1.0
var/health = 100
var/maxhealth = 100
- var/material/material
/obj/structure/barricade/New(var/newloc, var/material_name)
..(newloc)
if(!material_name)
material_name = "wood"
- material = get_material_by_name("[material_name]")
+ material = SSmaterials.get_material_by_name(material_name)
if(!material)
qdel(src)
return
@@ -80,9 +79,6 @@ for reference:
maxhealth = material.integrity
health = maxhealth
-/obj/structure/barricade/get_material()
- return material
-
/obj/structure/barricade/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/stack))
var/obj/item/stack/D = W
@@ -143,7 +139,7 @@ for reference:
return 0
/obj/structure/barricade/steel/New(var/newloc)
- .=..(newloc,"steel")
+ .=..(newloc, MATERIAL_STEEL)
//Actual Deployable machinery stuff
/obj/machinery/deployable
diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm
index 06b1db8c524..2e45b2ac64e 100644
--- a/code/game/machinery/doors/airlock.dm
+++ b/code/game/machinery/doors/airlock.dm
@@ -75,8 +75,8 @@
/obj/machinery/door/airlock/get_material()
if(mineral)
- return get_material_by_name(mineral)
- return get_material_by_name(DEFAULT_WALL_MATERIAL)
+ return SSmaterials.get_material_by_name(mineral)
+ return SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL)
/obj/machinery/door/airlock/command
name = "Airlock"
diff --git a/code/game/machinery/doors/airlock_electronics.dm b/code/game/machinery/doors/airlock_electronics.dm
index c681ea94867..4877d98f441 100644
--- a/code/game/machinery/doors/airlock_electronics.dm
+++ b/code/game/machinery/doors/airlock_electronics.dm
@@ -4,7 +4,7 @@
icon_state = "door_electronics"
w_class = ITEMSIZE_TINY
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
req_access = list(access_engine)
diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm
index 53dc7227c87..2af02b009b5 100644
--- a/code/game/machinery/doors/firedoor.dm
+++ b/code/game/machinery/doors/firedoor.dm
@@ -143,7 +143,7 @@
..()
/obj/machinery/door/firedoor/get_material()
- return get_material_by_name(DEFAULT_WALL_MATERIAL)
+ return SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL)
/obj/machinery/door/firedoor/examine(mob/user)
. = ..(user, 1)
diff --git a/code/game/machinery/firealarm.dm b/code/game/machinery/firealarm.dm
index 1a0ca7a1900..69ba18cc0dc 100644
--- a/code/game/machinery/firealarm.dm
+++ b/code/game/machinery/firealarm.dm
@@ -279,7 +279,7 @@ Just a object used in constructing fire alarms
icon_state = "door_electronics"
desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\""
w_class = 2.0
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
/obj/machinery/firealarm/partyalarm
diff --git a/code/game/machinery/floor_light.dm b/code/game/machinery/floor_light.dm
index a03775359d4..3cad52a2072 100644
--- a/code/game/machinery/floor_light.dm
+++ b/code/game/machinery/floor_light.dm
@@ -11,7 +11,7 @@ var/list/floor_light_cache = list()
idle_power_usage = 2
active_power_usage = 20
power_channel = LIGHT
- matter = list(DEFAULT_WALL_MATERIAL = 2500, "glass" = 2750)
+ matter = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 2750)
var/on
var/on_state = "on"
diff --git a/code/game/machinery/mecha_fabricator.dm b/code/game/machinery/mecha_fabricator.dm
index c623d84f4f8..a6d6b83143d 100644
--- a/code/game/machinery/mecha_fabricator.dm
+++ b/code/game/machinery/mecha_fabricator.dm
@@ -12,7 +12,7 @@
var/speed = 1
var/mat_efficiency = 1
- var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "gold" = 0, "silver" = 0, "diamond" = 0, "phoron" = 0, "uranium" = 0)
+ var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0, MATERIAL_GOLD = 0, MATERIAL_SILVER = 0, MATERIAL_DIAMOND = 0, MATERIAL_PHORON = 0, MATERIAL_URANIUM = 0)
var/res_max_amount = 200000
var/datum/research/files
@@ -161,19 +161,19 @@
var/material
switch(I.type)
if(/obj/item/stack/material/gold)
- material = "gold"
+ material = MATERIAL_GOLD
if(/obj/item/stack/material/silver)
- material = "silver"
+ material = MATERIAL_SILVER
if(/obj/item/stack/material/diamond)
- material = "diamond"
+ material = MATERIAL_DIAMOND
if(/obj/item/stack/material/phoron)
- material = "phoron"
+ material = MATERIAL_PHORON
if(/obj/item/stack/material/steel)
material = DEFAULT_WALL_MATERIAL
if(/obj/item/stack/material/glass)
- material = "glass"
+ material = MATERIAL_GLASS
if(/obj/item/stack/material/uranium)
- material = "uranium"
+ material = MATERIAL_URANIUM
else
return ..()
diff --git a/code/game/objects/items/devices/debugger.dm b/code/game/objects/items/devices/debugger.dm
index b15b8f5facb..19c264c3b92 100644
--- a/code/game/objects/items/devices/debugger.dm
+++ b/code/game/objects/items/devices/debugger.dm
@@ -11,6 +11,6 @@
throw_range = 15
throw_speed = 3
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
\ No newline at end of file
diff --git a/code/game/objects/items/devices/lighting/flashlight.dm b/code/game/objects/items/devices/lighting/flashlight.dm
index 85ebcec0bd6..aeae621fb65 100644
--- a/code/game/objects/items/devices/lighting/flashlight.dm
+++ b/code/game/objects/items/devices/lighting/flashlight.dm
@@ -11,7 +11,7 @@
uv_intensity = 50
light_wedge = LIGHT_WIDE
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
action_button_name = "Toggle Flashlight"
var/on = 0
@@ -126,7 +126,7 @@
brightness_on = 4
w_class = 3
uv_intensity = 60
- matter = list(DEFAULT_WALL_MATERIAL = 100,"glass" = 70)
+ matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 70)
light_wedge = LIGHT_SEMI
/obj/item/device/flashlight/maglight
@@ -139,7 +139,7 @@
w_class = 3
uv_intensity = 70
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
- matter = list(DEFAULT_WALL_MATERIAL = 200,"glass" = 100)
+ matter = list(DEFAULT_WALL_MATERIAL = 200, MATERIAL_GLASS = 100)
hitsound = 'sound/weapons/smash.ogg'
light_wedge = LIGHT_NARROW
diff --git a/code/game/objects/items/devices/lightmeter.dm b/code/game/objects/items/devices/lightmeter.dm
index 13708768f78..dfb81a6917d 100644
--- a/code/game/objects/items/devices/lightmeter.dm
+++ b/code/game/objects/items/devices/lightmeter.dm
@@ -13,7 +13,7 @@
throwforce = 5.0
throw_range = 15
throw_speed = 3
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
var/low = 0
var/high = 1
diff --git a/code/game/objects/items/devices/multitool.dm b/code/game/objects/items/devices/multitool.dm
index 0669994d725..99ed816ad0c 100644
--- a/code/game/objects/items/devices/multitool.dm
+++ b/code/game/objects/items/devices/multitool.dm
@@ -16,7 +16,7 @@
throw_speed = 3
desc = "You can use this on airlocks or APCs to try to hack them without cutting wires."
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
diff --git a/code/game/objects/items/devices/powersink.dm b/code/game/objects/items/devices/powersink.dm
index 3b05bf1e187..4d67cf39032 100644
--- a/code/game/objects/items/devices/powersink.dm
+++ b/code/game/objects/items/devices/powersink.dm
@@ -11,7 +11,7 @@
throw_speed = 1
throw_range = 2
- matter = list(DEFAULT_WALL_MATERIAL = 750,"waste" = 750)
+ matter = list(DEFAULT_WALL_MATERIAL = 750)
origin_tech = list(TECH_POWER = 3, TECH_ILLEGAL = 5)
var/drain_rate = 1500000 // amount of power to drain per tick
diff --git a/code/game/objects/items/devices/radio/electropack.dm b/code/game/objects/items/devices/radio/electropack.dm
index 8f076f20fdc..f97fad9757d 100644
--- a/code/game/objects/items/devices/radio/electropack.dm
+++ b/code/game/objects/items/devices/radio/electropack.dm
@@ -8,7 +8,7 @@
slot_flags = SLOT_BACK
w_class = 5.0
- matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 2500)
+ matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 2500)
var/code = 2
diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm
index 905eed3d12d..2de1229a490 100644
--- a/code/game/objects/items/devices/radio/radio.dm
+++ b/code/game/objects/items/devices/radio/radio.dm
@@ -44,7 +44,7 @@ var/global/list/default_medbay_channels = list(
throw_speed = 2
throw_range = 9
w_class = 2
- matter = list("glass" = 25,DEFAULT_WALL_MATERIAL = 75)
+ matter = list(DEFAULT_WALL_MATERIAL = 75, MATERIAL_GLASS = 25)
var/const/FREQ_LISTENING = 1
var/list/internal_channels
diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm
index 3cdd978caa5..0b04983db58 100644
--- a/code/game/objects/items/devices/scanners.dm
+++ b/code/game/objects/items/devices/scanners.dm
@@ -331,7 +331,7 @@ BREATH ANALYZER
throw_speed = 4
throw_range = 20
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
@@ -365,7 +365,7 @@ BREATH ANALYZER
throw_speed = 4
throw_range = 20
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
var/details = 0
@@ -426,7 +426,7 @@ BREATH ANALYZER
throwforce = 5
throw_speed = 4
throw_range = 20
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
var/details = 0
@@ -474,7 +474,7 @@ BREATH ANALYZER
throwforce = 0
throw_speed = 3
throw_range = 7
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20)
/obj/item/device/slime_scanner/attack(mob/living/M, mob/living/user)
if(!isslime(M))
@@ -516,7 +516,7 @@ BREATH ANALYZER
throwforce = 0
throw_speed = 3
throw_range = 3
- matter = list(DEFAULT_WALL_MATERIAL = 25, "glass" = 25)
+ matter = list(DEFAULT_WALL_MATERIAL = 25, MATERIAL_GLASS = 25)
/obj/item/device/price_scanner/afterattack(atom/movable/target, mob/user as mob, proximity)
if(!proximity)
@@ -537,7 +537,7 @@ BREATH ANALYZER
throwforce = 0
throw_speed = 3
throw_range = 3
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
/obj/item/device/breath_analyzer/attack(mob/living/carbon/human/H, mob/living/user as mob)
diff --git a/code/game/objects/items/devices/suit_cooling.dm b/code/game/objects/items/devices/suit_cooling.dm
index 8aab97faee3..52cd1ef3190 100644
--- a/code/game/objects/items/devices/suit_cooling.dm
+++ b/code/game/objects/items/devices/suit_cooling.dm
@@ -19,7 +19,7 @@
var/celltype = /obj/item/cell/high
- matter = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 3500)
+ matter = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 3500)
var/on = 0 //is it turned on?
var/cover_open = 0 //is the cover open?
var/obj/item/cell/cell
diff --git a/code/game/objects/items/devices/tagger.dm b/code/game/objects/items/devices/tagger.dm
index 0c20130eeb9..ccd80e545fe 100644
--- a/code/game/objects/items/devices/tagger.dm
+++ b/code/game/objects/items/devices/tagger.dm
@@ -11,7 +11,7 @@
throw_speed = 3
var/animaltag = null
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 1)
diff --git a/code/game/objects/items/devices/taperecorder.dm b/code/game/objects/items/devices/taperecorder.dm
index 495837bb0e5..ad36b6493e1 100644
--- a/code/game/objects/items/devices/taperecorder.dm
+++ b/code/game/objects/items/devices/taperecorder.dm
@@ -5,7 +5,7 @@
item_state = "analyzer"
w_class = 2.0
- matter = list(DEFAULT_WALL_MATERIAL = 60,"glass" = 30)
+ matter = list(DEFAULT_WALL_MATERIAL = 60, MATERIAL_GLASS = 30)
var/emagged = 0.0
var/recording = 0.0
diff --git a/code/game/objects/items/glassjar.dm b/code/game/objects/items/glassjar.dm
index 03ad3f923f6..f38f57ce3c5 100644
--- a/code/game/objects/items/glassjar.dm
+++ b/code/game/objects/items/glassjar.dm
@@ -4,7 +4,7 @@
icon = 'icons/obj/drinks.dmi'
icon_state = "jar_lid"
w_class = 2
- matter = list("glass" = 200)
+ matter = list(MATERIAL_GLASS = 200)
flags = NOBLUDGEON
var/list/accept_mobs = list(/mob/living/simple_animal/lizard, /mob/living/simple_animal/rat)
var/contains = 0 // 0 = nothing, 1 = money, 2 = animal, 3 = spiderling
diff --git a/code/game/objects/items/robot/robot_upgrades.dm b/code/game/objects/items/robot/robot_upgrades.dm
index 357e5c88143..8342b8db81f 100644
--- a/code/game/objects/items/robot/robot_upgrades.dm
+++ b/code/game/objects/items/robot/robot_upgrades.dm
@@ -130,7 +130,6 @@
/obj/item/borg/upgrade/combat
name = "combat cyborg module"
desc = "Unlocks the combat cyborg module"
-// construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"glass"=15000,"gold"= 5000,"diamond" = 1000)
icon_state = "cyborg_upgrade3"
require_module = 0
diff --git a/code/game/objects/items/skrell.dm b/code/game/objects/items/skrell.dm
index f5b183ef77f..0afda7ceab5 100644
--- a/code/game/objects/items/skrell.dm
+++ b/code/game/objects/items/skrell.dm
@@ -4,7 +4,7 @@
icon = 'icons/obj/skrell_items.dmi'
icon_state = "starscope"
w_class = 1
- matter = list("glass" = 200)
+ matter = list(MATERIAL_GLASS = 200)
drop_sound = 'sound/items/drop/glass.ogg'
var/list/constellations = list("Island", "Hatching Egg", "Star Chanter", "Jiu'x'klua", "Stormcloud", "Gnarled Tree", "Poet", "Bloated Toad", "Qu'Poxiii", "Fisher")
var/selected_constellation
@@ -76,7 +76,7 @@
icon = 'icons/obj/skrell_items.dmi'
icon_state = "projector"
w_class = 1
- matter = list("glass" = 200)
+ matter = list(MATERIAL_GLASS = 200)
drop_sound = 'sound/items/drop/glass.ogg'
var/list/worlds_selection = list("Xrim", "Kal'lo", "Nralakk")
var/selected_world
diff --git a/code/game/objects/items/stacks/nanopaste.dm b/code/game/objects/items/stacks/nanopaste.dm
index 04953bc058d..eaeca5f3c4b 100644
--- a/code/game/objects/items/stacks/nanopaste.dm
+++ b/code/game/objects/items/stacks/nanopaste.dm
@@ -7,7 +7,7 @@
origin_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3)
amount = 10
- var/list/construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000)
+ var/list/construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 7000)
/obj/item/stack/nanopaste/update_icon()
var/amount = round(get_amount() / 2)
diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm
index 55e74c3f650..f79659dfe97 100644
--- a/code/game/objects/items/stacks/tiles/tile_types.dm
+++ b/code/game/objects/items/stacks/tiles/tile_types.dm
@@ -101,7 +101,7 @@
throw_range = 20
flags = 0
drop_sound = 'sound/items/drop/clothing.ogg'
- matter = list("plastic" = 937.5)
+ matter = list(MATERIAL_PLASTIC = 937.5)
/obj/item/stack/tile/lino_grey
name = "linoleum"
@@ -114,7 +114,7 @@
throw_range = 20
flags = 0
drop_sound = 'sound/items/drop/clothing.ogg'
- matter = list("plastic" = 937.5)
+ matter = list(MATERIAL_PLASTIC = 937.5)
/*
* Circuits
@@ -126,7 +126,7 @@
desc = "An advanced tile covered in various circuitry and wiring."
icon_state = "tile_bcircuit"
force = 6.0
- matter = list(DEFAULT_WALL_MATERIAL = 937.5,"glass" = 937.5)
+ matter = list(DEFAULT_WALL_MATERIAL = 937.5, MATERIAL_GLASS = 937.5)
throwforce = 15.0
throw_speed = 5
throw_range = 20
@@ -138,7 +138,7 @@
desc = "An advanced tile covered in various circuitry and wiring."
icon_state = "tile_gcircuit"
force = 6.0
- matter = list(DEFAULT_WALL_MATERIAL = 937.5,"glass" = 937.5)
+ matter = list(DEFAULT_WALL_MATERIAL = 937.5, MATERIAL_GLASS = 937.5)
throwforce = 15.0
throw_speed = 5
throw_range = 20
@@ -170,13 +170,13 @@
name = "steel floor tile"
singular_name = "steel floor tile"
icon_state = "tile_steel"
- matter = list("plasteel" = 937.5)
+ matter = list(MATERIAL_PLASTEEL = 937.5)
/obj/item/stack/tile/floor_white
name = "white floor tile"
singular_name = "white floor tile"
icon_state = "tile_white"
- matter = list("plastic" = 937.5)
+ matter = list(MATERIAL_PLASTIC = 937.5)
/obj/item/stack/tile/floor_yellow
name = "yellow floor tile"
@@ -188,43 +188,43 @@
name = "dark floor tile"
singular_name = "dark floor tile"
icon_state = "fr_tile"
- matter = list("plasteel" = 937.5)
+ matter = list(MATERIAL_PLASTEEL = 937.5)
/obj/item/stack/tile/floor_freezer
name = "freezer floor tile"
singular_name = "freezer floor tile"
icon_state = "tile_freezer"
- matter = list("plastic" = 937.5)
+ matter = list(MATERIAL_PLASTIC = 937.5)
/obj/item/stack/tile/silver
name = "silver floor tile"
singular_name = "silver floor tile"
icon_state = "tile_silver"
- matter = list("silver" = 937.5)
+ matter = list(MATERIAL_SILVER = 937.5)
/obj/item/stack/tile/gold
name = "golden floor tile"
singular_name = "golden floor tile"
icon_state = "tile_gold"
- matter = list("gold" = 937.5)
+ matter = list(MATERIAL_GOLD = 937.5)
/obj/item/stack/tile/uranium
name = "uranium floor tile"
singular_name = "uranium floor tile"
icon_state = "tile_uranium"
- matter = list("uranium" = 937.5)
+ matter = list(MATERIAL_URANIUM = 937.5)
/obj/item/stack/tile/phoron
name = "phoron floor tile"
singular_name = "phoron floor tile"
icon_state = "tile_plasma"
- matter = list("phoron" = 937.5)
+ matter = list(MATERIAL_PHORON = 937.5)
/obj/item/stack/tile/diamond
name = "diamond floor tile"
singular_name = "diamond floor tile"
icon_state = "tile_diamond"
- matter = list("diamond" = 937.5)
+ matter = list(MATERIAL_DIAMOND = 937.5)
/*
* Cyborg modules
diff --git a/code/game/objects/items/weapons/RFD.dm b/code/game/objects/items/weapons/RFD.dm
index 825ac27aee9..1cfcd822ba7 100644
--- a/code/game/objects/items/weapons/RFD.dm
+++ b/code/game/objects/items/weapons/RFD.dm
@@ -117,7 +117,7 @@
item_state = "rfdammo"
w_class = 2
origin_tech = list(TECH_MATERIAL = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 30000,"glass" = 15000)
+ matter = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 15000)
/*
RFD Construction-Class
diff --git a/code/game/objects/items/weapons/implants/implanter.dm b/code/game/objects/items/weapons/implants/implanter.dm
index d5fa38a06eb..c4ff67d4775 100644
--- a/code/game/objects/items/weapons/implants/implanter.dm
+++ b/code/game/objects/items/weapons/implants/implanter.dm
@@ -6,7 +6,7 @@
throw_speed = 1
throw_range = 5
w_class = 2.0
- matter = list(DEFAULT_WALL_MATERIAL = 320, "glass" = 800)
+ matter = list(DEFAULT_WALL_MATERIAL = 320, MATERIAL_GLASS = 800)
var/obj/item/implant/imp = null
/obj/item/implanter/attack_self(var/mob/user)
diff --git a/code/game/objects/items/weapons/material/ashtray.dm b/code/game/objects/items/weapons/material/ashtray.dm
index 581f7b0d96b..f58b99015d7 100644
--- a/code/game/objects/items/weapons/material/ashtray.dm
+++ b/code/game/objects/items/weapons/material/ashtray.dm
@@ -88,10 +88,10 @@
return ..()
/obj/item/material/ashtray/plastic/New(var/newloc)
- ..(newloc, "plastic")
+ ..(newloc, MATERIAL_PLASTIC)
/obj/item/material/ashtray/bronze/New(var/newloc)
- ..(newloc, "bronze")
+ ..(newloc, MATERIAL_BRONZE)
/obj/item/material/ashtray/glass/New(var/newloc)
- ..(newloc, "glass")
+ ..(newloc, MATERIAL_GLASS)
diff --git a/code/game/objects/items/weapons/material/bats.dm b/code/game/objects/items/weapons/material/bats.dm
index 78c91771eab..0035eb3836a 100644
--- a/code/game/objects/items/weapons/material/bats.dm
+++ b/code/game/objects/items/weapons/material/bats.dm
@@ -14,16 +14,16 @@
//Predefined materials go here.
/obj/item/material/twohanded/baseballbat/metal/New(var/newloc)
- ..(newloc,"steel")
+ ..(newloc, MATERIAL_STEEL)
/obj/item/material/twohanded/baseballbat/uranium/New(var/newloc)
- ..(newloc,"uranium")
+ ..(newloc, MATERIAL_URANIUM)
/obj/item/material/twohanded/baseballbat/gold/New(var/newloc)
- ..(newloc,"gold")
+ ..(newloc, MATERIAL_GOLD)
/obj/item/material/twohanded/baseballbat/platinum/New(var/newloc)
- ..(newloc,"platinum")
+ ..(newloc, MATERIAL_PLATINUM)
/obj/item/material/twohanded/baseballbat/diamond/New(var/newloc)
- ..(newloc,"diamond")
\ No newline at end of file
+ ..(newloc, MATERIAL_DIAMOND)
\ No newline at end of file
diff --git a/code/game/objects/items/weapons/material/kitchen.dm b/code/game/objects/items/weapons/material/kitchen.dm
index 14115e01a3b..d21e23581bc 100644
--- a/code/game/objects/items/weapons/material/kitchen.dm
+++ b/code/game/objects/items/weapons/material/kitchen.dm
@@ -72,7 +72,7 @@
sharp = TRUE
/obj/item/material/kitchen/utensil/fork/plastic
- default_material = "plastic"
+ default_material = MATERIAL_PLASTIC
/obj/item/material/kitchen/utensil/spoon
name = "spoon"
@@ -82,7 +82,7 @@
force_divisor = 0.1 //2 when wielded with weight 20 (steel)
/obj/item/material/kitchen/utensil/spoon/plastic
- default_material = "plastic"
+ default_material = MATERIAL_PLASTIC
/*
* Knives
@@ -115,7 +115,7 @@
return ..()
/obj/item/material/kitchen/utensil/knife/plastic
- default_material = "plastic"
+ default_material = MATERIAL_PLASTIC
/*
* Rolling Pins
diff --git a/code/game/objects/items/weapons/material/material_weapons.dm b/code/game/objects/items/weapons/material/material_weapons.dm
index 55e9d574e77..c4369d79f64 100644
--- a/code/game/objects/items/weapons/material/material_weapons.dm
+++ b/code/game/objects/items/weapons/material/material_weapons.dm
@@ -49,7 +49,7 @@
throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
/obj/item/material/proc/set_material(var/new_material)
- material = get_material_by_name(new_material)
+ material = SSmaterials.get_material_by_name(new_material)
if(!material)
qdel(src)
else
diff --git a/code/game/objects/items/weapons/material/shards.dm b/code/game/objects/items/weapons/material/shards.dm
index b7fe8752a38..0585f7b1848 100644
--- a/code/game/objects/items/weapons/material/shards.dm
+++ b/code/game/objects/items/weapons/material/shards.dm
@@ -93,13 +93,13 @@
// Preset types - left here for the code that uses them
/obj/item/material/shard/shrapnel/New(loc)
- ..(loc, "steel")
+ ..(loc, MATERIAL_STEEL)
/obj/item/material/shard/shrapnel/flechette/New(loc)
- ..(loc, "titanium")
+ ..(loc, MATERIAL_TITANIUM)
/obj/item/material/shard/phoron/New(loc)
- ..(loc, "borosilicate glass")
+ ..(loc, MATERIAL_GLASS_PHORON)
/obj/item/material/shard/wood/New(loc)
- ..(loc, "wood")
+ ..(loc, MATERIAL_WOOD)
diff --git a/code/game/objects/items/weapons/material/twohanded.dm b/code/game/objects/items/weapons/material/twohanded.dm
index c5f78202035..7ce26317217 100644
--- a/code/game/objects/items/weapons/material/twohanded.dm
+++ b/code/game/objects/items/weapons/material/twohanded.dm
@@ -293,13 +293,13 @@
//predefined materials for spears
/obj/item/material/twohanded/spear/steel/New(var/newloc)
- ..(newloc,"steel")
+ ..(newloc, MATERIAL_STEEL)
/obj/item/material/twohanded/spear/plasteel/New(var/newloc)
- ..(newloc,"plasteel")
+ ..(newloc, MATERIAL_PLASTEEL)
/obj/item/material/twohanded/spear/diamond/New(var/newloc)
- ..(newloc,"diamond")
+ ..(newloc, MATERIAL_DIAMOND)
/obj/structure/headspear
name = "head on a spear"
@@ -307,7 +307,6 @@
icon_state = "headspear"
density = 0
anchored = 1
- var/material = "glass"
/obj/structure/headspear/attack_hand(mob/living/user)
user.visible_message("[user] kicks over \the [src]!", "You kick down \the [src]!")
diff --git a/code/game/objects/items/weapons/power_cells.dm b/code/game/objects/items/weapons/power_cells.dm
index 31c26146770..7a723f0c5c6 100644
--- a/code/game/objects/items/weapons/power_cells.dm
+++ b/code/game/objects/items/weapons/power_cells.dm
@@ -14,7 +14,7 @@
var/maxcharge = 1000
var/rigged = 0 // true if rigged to explode
var/minor_fault = 0 //If not 100% reliable, it will build up faults.
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
+ matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50)
//currently only used by energy-type guns, that may change in the future.
/obj/item/cell/device
@@ -26,7 +26,7 @@
throw_speed = 5
throw_range = 7
maxcharge = 1000
- matter = list("metal" = 350, "glass" = 50)
+ matter = list(MATERIAL_STEEL = 350, MATERIAL_GLASS = 50)
/obj/item/cell/device/variable/New(newloc, charge_amount)
..(newloc)
@@ -38,7 +38,7 @@
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
origin_tech = list(TECH_POWER = 0)
maxcharge = 500
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
+ matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 40)
/obj/item/cell/crap/empty/Initialize()
. = ..()
@@ -48,7 +48,7 @@
name = "security borg rechargable D battery"
origin_tech = list(TECH_POWER = 0)
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
+ matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 40)
/obj/item/cell/secborg/empty/Initialize()
. = ..()
@@ -58,21 +58,21 @@
name = "heavy-duty power cell"
origin_tech = list(TECH_POWER = 1)
maxcharge = 5000
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
+ matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50)
/obj/item/cell/high
name = "high-capacity power cell"
origin_tech = list(TECH_POWER = 2)
icon_state = "hcell"
maxcharge = 10000
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
+ matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 60)
/obj/item/cell/mecha
name = "exosuit-grade power cell"
origin_tech = list(TECH_POWER = 3)
icon_state = "hcell"
maxcharge = 15000
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
+ matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70)
/obj/item/cell/high/empty/Initialize()
. = ..()
@@ -83,7 +83,7 @@
origin_tech = list(TECH_POWER = 5)
icon_state = "scell"
maxcharge = 20000
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
+ matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70)
/obj/item/cell/super/empty/Initialize()
. = ..()
@@ -94,7 +94,7 @@
origin_tech = list(TECH_POWER = 6)
icon_state = "hpcell"
maxcharge = 30000
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
+ matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 80)
/obj/item/cell/hyper/empty/Initialize()
. = ..()
@@ -105,7 +105,7 @@
icon_state = "icell"
origin_tech = null
maxcharge = 30000 //determines how badly mobs get shocked
- matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
+ matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 80)
check_charge()
return 1
@@ -138,7 +138,7 @@
desc = "A small power cell intended for use with emergency lighting."
maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
w_class = ITEMSIZE_TINY
- matter = list("glass" = 20)
+ matter = list(MATERIAL_GLASS = 20)
/obj/item/cell/device/emergency_light/empty/Initialize()
. = ..()
diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm
index 93165cc5d57..6b61039c5c7 100644
--- a/code/game/objects/items/weapons/shields.dm
+++ b/code/game/objects/items/weapons/shields.dm
@@ -62,7 +62,7 @@
throw_range = 4
w_class = 4.0
origin_tech = list(TECH_MATERIAL = 2)
- matter = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 1000)
+ matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 7500)
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
diff --git a/code/game/objects/items/weapons/surgery_tools.dm b/code/game/objects/items/weapons/surgery_tools.dm
index 7315f1424ad..b6eae798004 100644
--- a/code/game/objects/items/weapons/surgery_tools.dm
+++ b/code/game/objects/items/weapons/surgery_tools.dm
@@ -17,7 +17,7 @@
desc = "Retracts stuff."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
- matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
+ matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000)
flags = CONDUCT
w_class = 2.0
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
@@ -31,7 +31,7 @@
desc = "You think you have seen this before."
icon = 'icons/obj/surgery.dmi'
icon_state = "hemostat"
- matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
+ matter = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500)
flags = CONDUCT
w_class = 2.0
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
@@ -46,7 +46,7 @@
desc = "This stops bleeding."
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
- matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
+ matter = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500)
flags = CONDUCT
w_class = 2.0
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
@@ -62,7 +62,7 @@
icon = 'icons/obj/surgery.dmi'
icon_state = "drill"
hitsound = 'sound/weapons/saw/circsawhit.ogg'
- matter = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 10000)
+ matter = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 10000)
flags = CONDUCT
force = 15.0
w_class = 3
@@ -88,7 +88,7 @@
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
+ matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000)
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
drop_sound = 'sound/items/drop/knife.ogg'
@@ -137,7 +137,7 @@
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 20000,"glass" = 10000)
+ matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
sharp = 1
edge = 1
diff --git a/code/game/objects/items/weapons/tools.dm b/code/game/objects/items/weapons/tools.dm
index 17cf109d9c9..d62c8852a70 100644
--- a/code/game/objects/items/weapons/tools.dm
+++ b/code/game/objects/items/weapons/tools.dm
@@ -167,7 +167,7 @@
w_class = ITEMSIZE_SMALL
//Cost to make in the autolathe
- matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30)
+ matter = list(DEFAULT_WALL_MATERIAL = 70, MATERIAL_GLASS = 30)
//R&D tech level
origin_tech = list(TECH_ENGINEERING = 1)
@@ -184,7 +184,7 @@
name = "industrial welding tool"
desc = "A welding tool with an extended-capacity built-in fuel tank, standard issue for engineers."
max_fuel = 40
- matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 60)
+ matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 60)
base_iconstate = "ind_welder"
origin_tech = list(TECH_ENGINEERING = 2)
@@ -193,7 +193,7 @@
name = "advanced welding tool"
desc = "A rare and powerful welding tool with a super-extended fuel tank."
max_fuel = 80
- matter = list(DEFAULT_WALL_MATERIAL = 200, "glass" = 120)
+ matter = list(DEFAULT_WALL_MATERIAL = 200, MATERIAL_GLASS = 120)
base_iconstate = "adv_welder"
origin_tech = list(TECH_ENGINEERING = 3)
@@ -202,7 +202,7 @@
name = "experimental welding tool"
desc = "A scientifically-enhanced welding tool that uses fuel-producing microbes to gradually replenish its fuel supply."
max_fuel = 40
- matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 120)
+ matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 120)
base_iconstate = "exp_welder"
origin_tech = list(TECH_ENGINEERING = 4, TECH_BIO = 4)
base_itemstate = "exp_welder"
diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm
index ee579eec23d..85bd8c78e8b 100644
--- a/code/game/objects/structures.dm
+++ b/code/game/objects/structures.dm
@@ -8,6 +8,7 @@
var/parts
var/list/climbers
var/list/footstep_sound //footstep sounds when stepped on
+ var/material/material
/obj/structure/Destroy()
if(parts)
@@ -187,5 +188,9 @@
return 0
visible_message("[user] [attack_verb] the [src] apart!")
user.do_attack_animation(src)
- spawn(1) qdel(src)
+ spawn(1)
+ qdel(src)
return 1
+
+/obj/structure/get_material()
+ return material
diff --git a/code/game/objects/structures/door_assembly.dm b/code/game/objects/structures/door_assembly.dm
index 8e42d865fda..ac1ea88f93d 100644
--- a/code/game/objects/structures/door_assembly.dm
+++ b/code/game/objects/structures/door_assembly.dm
@@ -292,7 +292,7 @@
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
if(do_after(user, 40) && !glass)
if (S.use(2))
- to_chat(user, "You installed [material_display_name(material_name)] plating into the airlock assembly.")
+ to_chat(user, "You installed [SSmaterials.material_display_name(material_name)] plating into the airlock assembly.")
glass = material_name
else if(W.isscrewdriver() && state == 2 )
diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm
index 2932d9ec948..b61a8c78913 100644
--- a/code/game/objects/structures/girders.dm
+++ b/code/game/objects/structures/girders.dm
@@ -136,13 +136,15 @@
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "Now unsecuring support struts...")
if(do_after(user,40/W.toolspeed))
- if(!src) return
+ if(!src)
+ return
to_chat(user, "You unsecured the support struts!")
state = 1
else if(anchored && !reinf_material)
playsound(src.loc, W.usesound, 100, 1)
reinforcing = !reinforcing
to_chat(user, "\The [src] can now be [reinforcing? "reinforced" : "constructed"]!")
+ return
else if(W.iswirecutter() && state == 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
@@ -198,7 +200,7 @@
to_chat(user, "There isn't enough material here to construct a wall.")
return 0
- var/material/M = name_to_material[S.default_type]
+ var/material/M = SSmaterials.get_material_by_name(S.default_type)
if(!istype(M))
return 0
@@ -239,7 +241,7 @@
to_chat(user, "There isn't enough material here to reinforce the girder.")
return 0
- var/material/M = name_to_material[S.default_type]
+ var/material/M = SSmaterials.get_material_by_name(S.default_type)
if(!istype(M) || M.integrity < 50)
to_chat(user, "You cannot reinforce \the [src] with that; it is too soft.")
return 0
diff --git a/code/game/objects/structures/simple_doors.dm b/code/game/objects/structures/simple_doors.dm
index 514291c093c..b05bc717358 100644
--- a/code/game/objects/structures/simple_doors.dm
+++ b/code/game/objects/structures/simple_doors.dm
@@ -6,7 +6,6 @@
icon = 'icons/obj/doors/material_doors.dmi'
icon_state = "metal"
- var/material/material
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/oreAmount = 7
@@ -26,7 +25,7 @@
..()
if(!material_name)
material_name = DEFAULT_WALL_MATERIAL
- material = get_material_by_name(material_name)
+ material = SSmaterials.get_material_by_name(material_name)
if(!material)
qdel(src)
return
@@ -63,9 +62,6 @@
if(lock)
to_chat(user, "It appears to have a lock.")
-/obj/structure/simple_door/get_material()
- return material
-
/obj/structure/simple_door/CollidedWith(atom/user)
..()
if(!state)
@@ -222,32 +218,32 @@
L.apply_effect(round(material.radioactivity/3),IRRADIATE,0)
/obj/structure/simple_door/iron/New(var/newloc,var/material_name, var/complexity)
- ..(newloc, "iron", complexity)
+ ..(newloc, MATERIAL_IRON, complexity)
/obj/structure/simple_door/silver/New(var/newloc,var/material_name, var/complexity)
- ..(newloc, "silver", complexity)
+ ..(newloc, MATERIAL_SILVER, complexity)
/obj/structure/simple_door/gold/New(var/newloc,var/material_name, var/complexity)
- ..(newloc, "gold", complexity)
+ ..(newloc, MATERIAL_GOLD, complexity)
/obj/structure/simple_door/uranium/New(var/newloc,var/material_name, var/complexity)
- ..(newloc, "uranium", complexity)
+ ..(newloc, MATERIAL_URANIUM, complexity)
/obj/structure/simple_door/sandstone/New(var/newloc,var/material_name, var/complexity)
- ..(newloc, "sandstone", complexity)
+ ..(newloc, MATERIAL_SANDSTONE, complexity)
/obj/structure/simple_door/phoron/New(var/newloc,var/material_name, var/complexity)
- ..(newloc, "phoron", complexity)
+ ..(newloc, MATERIAL_PHORON, complexity)
/obj/structure/simple_door/diamond/New(var/newloc,var/material_name, var/complexity)
- ..(newloc, "diamond", complexity)
+ ..(newloc, MATERIAL_DIAMOND, complexity)
/obj/structure/simple_door/wood/New(var/newloc,var/material_name)
- ..(newloc, "wood")
+ ..(newloc, MATERIAL_WOOD)
/obj/structure/simple_door/resin/New(var/newloc,var/material_name)
- ..(newloc, "resin")
+ ..(newloc, MATERIAL_RESIN)
/obj/structure/simple_door/cult/New(var/newloc, var/material_name)
- ..(newloc, "cult")
+ ..(newloc, MATERIAL_CULT)
color = COLOR_CULT_DOOR // looks better than the standard cult colours
\ No newline at end of file
diff --git a/code/game/objects/structures/stool_bed_chair_nest/bed.dm b/code/game/objects/structures/stool_bed_chair_nest/bed.dm
index 24e86e0e136..b8f19bc5e65 100644
--- a/code/game/objects/structures/stool_bed_chair_nest/bed.dm
+++ b/code/game/objects/structures/stool_bed_chair_nest/bed.dm
@@ -16,7 +16,6 @@
can_buckle = 1
buckle_dir = SOUTH
buckle_lying = 1
- var/material/material
var/material/padding_material
var/base_icon = "bed"
var/can_dismantle = 1
@@ -30,17 +29,14 @@
color = null
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
- material = get_material_by_name(new_material)
+ material = SSmaterials.get_material_by_name(new_material)
if(!istype(material))
qdel(src)
return
if(new_padding_material)
- padding_material = get_material_by_name(new_padding_material)
+ padding_material = SSmaterials.get_material_by_name(new_padding_material)
update_icon()
-/obj/structure/bed/get_material()
- return material
-
/obj/structure/bed/buckle_mob(mob/living/M)
. = ..()
if(. && buckle_sound)
@@ -163,7 +159,7 @@
update_icon()
/obj/structure/bed/proc/add_padding(var/padding_type)
- padding_material = get_material_by_name(padding_type)
+ padding_material = SSmaterials.get_material_by_name(padding_type)
update_icon()
/obj/structure/bed/proc/dismantle()
@@ -178,10 +174,10 @@
base_icon = "psychbed"
/obj/structure/bed/psych/New(var/newloc)
- ..(newloc,"wood","leather")
+ ..(newloc, MATERIAL_WOOD, MATERIAL_LEATHER)
/obj/structure/bed/padded/New(var/newloc)
- ..(newloc,"plastic","cotton")
+ ..(newloc, MATERIAL_PLASTIC, MATERIAL_COTTON)
/obj/structure/bed/aqua
name = "aquabed"
diff --git a/code/game/objects/structures/stool_bed_chair_nest/chairs.dm b/code/game/objects/structures/stool_bed_chair_nest/chairs.dm
index 873d73e34c8..4298c8712f5 100644
--- a/code/game/objects/structures/stool_bed_chair_nest/chairs.dm
+++ b/code/game/objects/structures/stool_bed_chair_nest/chairs.dm
@@ -77,31 +77,31 @@
icon_state = "comfychair_preview"
/obj/structure/bed/chair/comfy/brown/Initialize(mapload,var/newmaterial)
- . = ..(mapload,"steel","leather")
+ . = ..(mapload, MATERIAL_STEEL, MATERIAL_LEATHER)
/obj/structure/bed/chair/comfy/red/Initialize(var/mapload,var/newmaterial)
- . = ..(mapload,"steel","carpet")
+ . = ..(mapload, MATERIAL_STEEL, MATERIAL_CARPET)
/obj/structure/bed/chair/comfy/teal/Initialize(var/mapload,var/newmaterial)
- . = ..(mapload,"steel","teal")
+ . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_TEAL)
/obj/structure/bed/chair/comfy/black/Initialize(var/mapload,var/newmaterial)
- . = ..(mapload,"steel","black")
+ . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_BLACK)
/obj/structure/bed/chair/comfy/green/Initialize(var/mapload,var/newmaterial)
- . = ..(mapload,"steel","green")
+ . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_GREEN)
/obj/structure/bed/chair/comfy/purp/Initialize(var/mapload,var/newmaterial)
- . = ..(mapload,"steel","purple")
+ . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_PURPLE)
/obj/structure/bed/chair/comfy/blue/Initialize(var/mapload,var/newmaterial)
- . = ..(mapload,"steel","blue")
+ . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_BLUE)
/obj/structure/bed/chair/comfy/beige/Initialize(var/mapload,var/newmaterial)
- . = ..(mapload,"steel","beige")
+ . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_BEIGE)
/obj/structure/bed/chair/comfy/lime/Initialize(var/mapload,var/newmaterial)
- . = ..(mapload,"steel","lime")
+ . = ..(mapload, MATERIAL_STEEL, MATERIAL_CLOTH_LIME)
/obj/structure/bed/chair/office
anchored = 0
diff --git a/code/game/objects/structures/stool_bed_chair_nest/stools.dm b/code/game/objects/structures/stool_bed_chair_nest/stools.dm
index cb35ab299e6..02a1fbc5155 100644
--- a/code/game/objects/structures/stool_bed_chair_nest/stools.dm
+++ b/code/game/objects/structures/stool_bed_chair_nest/stools.dm
@@ -25,9 +25,9 @@
..(newloc)
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
- material = get_material_by_name(new_material)
+ material = SSmaterials.get_material_by_name(new_material)
if(new_padding_material)
- padding_material = get_material_by_name(new_padding_material)
+ padding_material = SSmaterials.get_material_by_name(new_padding_material)
if(!istype(material))
qdel(src)
return
@@ -35,10 +35,10 @@
update_icon()
/obj/item/stool/padded/New(var/newloc, var/new_material)
- ..(newloc, "steel", "carpet")
+ ..(newloc, MATERIAL_STEEL, MATERIAL_CARPET)
/obj/item/stool/wood/New(var/newloc, var/new_material)
- ..(newloc, "wood")
+ ..(newloc, MATERIAL_WOOD)
/obj/item/stool/hover
name = "hoverstool"
@@ -47,7 +47,7 @@
item_state_slots = null
/obj/item/stool/hover/New(var/newloc, var/new_material)
- ..(newloc, "skrell")
+ ..(newloc, MATERIAL_SHUTTLE_SKRELL)
/obj/item/stool/hover/Initialize()
.=..()
@@ -85,7 +85,7 @@
desc = "A stool. Apply butt with care. It's made of [material.use_name]."
/obj/item/stool/proc/add_padding(var/padding_type)
- padding_material = get_material_by_name(padding_type)
+ padding_material = SSmaterials.get_material_by_name(padding_type)
update_icon()
/obj/item/stool/proc/remove_padding()
diff --git a/code/game/objects/structures/therapy.dm b/code/game/objects/structures/therapy.dm
index b5583647426..3d724b520dc 100644
--- a/code/game/objects/structures/therapy.dm
+++ b/code/game/objects/structures/therapy.dm
@@ -79,7 +79,7 @@
icon = 'icons/obj/items.dmi'
icon_state = "pocketwatch"
drop_sound = 'sound/items/drop/accessory.ogg'
- matter = list("glass" = 150, "gold" = 50)
+ matter = list(MATERIAL_GLASS = 150, MATERIAL_GOLD = 50)
w_class = 1
var/closed = FALSE
@@ -125,7 +125,7 @@
icon = 'icons/obj/items.dmi'
icon_state = "pocketwatch"
drop_sound = 'sound/items/drop/accessory.ogg'
- matter = list("glass" = 150, "gold" = 50)
+ matter = list(MATERIAL_GLASS = 150, MATERIAL_GOLD = 50)
w_class = 1
var/datum/weakref/thrall = null
var/time_counter = 0
diff --git a/code/game/turfs/simulated/wall_icon.dm b/code/game/turfs/simulated/wall_icon.dm
index 6b7b5734c7e..d2eb5775356 100644
--- a/code/game/turfs/simulated/wall_icon.dm
+++ b/code/game/turfs/simulated/wall_icon.dm
@@ -8,7 +8,7 @@
else
construction_stage = null
if(!material)
- material = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ material = SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL)
if(material)
explosion_resistance = material.explosion_resistance
if (material.wall_icon)
diff --git a/code/game/turfs/simulated/wall_types.dm b/code/game/turfs/simulated/wall_types.dm
index 1094baf8ab1..ad6271f9ba3 100644
--- a/code/game/turfs/simulated/wall_types.dm
+++ b/code/game/turfs/simulated/wall_types.dm
@@ -10,11 +10,11 @@
appearance_flags = NO_CLIENT_COLOR
/turf/simulated/wall/cult/Initialize(mapload)
- . = ..(mapload, "cult")
+ . = ..(mapload, MATERIAL_CULT)
desc = "Hideous images dance beneath the surface."
/turf/simulated/wall/cult_reinforced/Initialize(mapload)
- . = ..(mapload, "cult", "cult_reinforced")
+ . = ..(mapload, MATERIAL_CULT, MATERIAL_CULT_REINFORCED)
desc = "Hideous images dance beneath the surface."
/turf/unsimulated/wall/cult
@@ -28,46 +28,46 @@
appearance_flags = NO_CLIENT_COLOR
/turf/simulated/wall/vaurca/Initialize(mapload)
- . = ..(mapload,"alien biomass")
+ . = ..(mapload, MATERIAL_VAURCA)
/turf/simulated/wall/iron/Initialize(mapload)
- . = ..(mapload,"iron")
+ . = ..(mapload, MATERIAL_IRON)
/turf/simulated/wall/uranium/Initialize(mapload)
- . = ..(mapload,"uranium")
+ . = ..(mapload, MATERIAL_URANIUM)
/turf/simulated/wall/diamond/Initialize(mapload)
- . = ..(mapload,"diamond")
+ . = ..(mapload, MATERIAL_DIAMOND)
/turf/simulated/wall/gold/Initialize(mapload)
- . = ..(mapload,"gold")
+ . = ..(mapload, MATERIAL_GOLD)
/turf/simulated/wall/silver/Initialize(mapload)
- . = ..(mapload,"silver")
+ . = ..(mapload, MATERIAL_SILVER)
/turf/simulated/wall/phoron/Initialize(mapload)
- . = ..(mapload,"phoron")
+ . = ..(mapload, MATERIAL_PHORON)
/turf/simulated/wall/sandstone/Initialize(mapload)
- . = ..(mapload,"sandstone")
+ . = ..(mapload, MATERIAL_SANDSTONE)
/turf/simulated/wall/ironphoron/Initialize(mapload)
- . = ..(mapload,"iron","phoron")
+ . = ..(mapload, MATERIAL_IRON, MATERIAL_PHORON)
/turf/simulated/wall/golddiamond/Initialize(mapload)
- . = ..(mapload,"gold","diamond")
+ . = ..(mapload, MATERIAL_GOLD, MATERIAL_DIAMOND)
/turf/simulated/wall/silvergold/Initialize(mapload)
- . = ..(mapload,"silver","gold")
+ . = ..(mapload, MATERIAL_SILVER, MATERIAL_GOLD)
/turf/simulated/wall/sandstonediamond/Initialize(mapload)
- . = ..(mapload,"sandstone","diamond")
+ . = ..(mapload, MATERIAL_SANDSTONE, MATERIAL_DIAMOND)
/turf/simulated/wall/titanium/Initialize(mapload)
- . = ..(mapload,"titanium")
+ . = ..(mapload, MATERIAL_TITANIUM)
/turf/simulated/wall/titanium_reinforced/Initialize(mapload)
- . = ..(mapload,"titanium", "titanium")
+ . = ..(mapload, MATERIAL_TITANIUM, MATERIAL_TITANIUM)
/turf/simulated/wall/wood/Initialize(mapload)
- . = ..(mapload,"wood")
+ . = ..(mapload, MATERIAL_WOOD)
diff --git a/code/game/turfs/simulated/walls.dm b/code/game/turfs/simulated/walls.dm
index 83500923532..777b1d46235 100644
--- a/code/game/turfs/simulated/walls.dm
+++ b/code/game/turfs/simulated/walls.dm
@@ -41,9 +41,9 @@
icon_state = "blank"
if(!materialtype)
materialtype = DEFAULT_WALL_MATERIAL
- material = get_material_by_name(materialtype)
+ material = SSmaterials.get_material_by_name(materialtype)
if(!isnull(rmaterialtype))
- reinf_material = get_material_by_name(rmaterialtype)
+ reinf_material = SSmaterials.get_material_by_name(rmaterialtype)
update_material()
if (material.radioactivity || (reinf_material && reinf_material.radioactivity))
@@ -184,7 +184,7 @@
O.forceMove(src)
clear_plants()
- material = get_material_by_name("placeholder")
+ material = SSmaterials.get_material_by_name("placeholder")
reinf_material = null
if (!no_change)
diff --git a/code/modules/assembly/igniter.dm b/code/modules/assembly/igniter.dm
index c480e4d014e..4b9957c8fdf 100644
--- a/code/modules/assembly/igniter.dm
+++ b/code/modules/assembly/igniter.dm
@@ -3,7 +3,7 @@
desc = "A small electronic device able to ignite combustable substances."
icon_state = "igniter"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
+ matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 50)
secured = 1
wires = WIRE_RECEIVE
diff --git a/code/modules/assembly/infrared.dm b/code/modules/assembly/infrared.dm
index 18f766b6b11..d4985051a21 100644
--- a/code/modules/assembly/infrared.dm
+++ b/code/modules/assembly/infrared.dm
@@ -5,7 +5,8 @@
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
origin_tech = list(TECH_MAGNET = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
+ matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500)
+
wires = WIRE_PULSE
secured = 0
obj_flags = OBJ_FLAG_ROTATABLE
diff --git a/code/modules/assembly/mousetrap.dm b/code/modules/assembly/mousetrap.dm
index 8729edf22a1..e8762b2a129 100644
--- a/code/modules/assembly/mousetrap.dm
+++ b/code/modules/assembly/mousetrap.dm
@@ -3,7 +3,7 @@
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
origin_tech = list(TECH_COMBAT = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 100, "waste" = 10)
+ matter = list(DEFAULT_WALL_MATERIAL = 100)
var/armed = 0
diff --git a/code/modules/assembly/proximity.dm b/code/modules/assembly/proximity.dm
index 1944736cd3b..00bc5fa81da 100644
--- a/code/modules/assembly/proximity.dm
+++ b/code/modules/assembly/proximity.dm
@@ -3,7 +3,7 @@
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, "waste" = 50)
+ matter = list(DEFAULT_WALL_MATERIAL = 800, MATERIAL_GLASS = 200)
flags = PROXMOVE
wires = WIRE_PULSE
diff --git a/code/modules/assembly/signaler.dm b/code/modules/assembly/signaler.dm
index 5840c711501..4023c254ace 100644
--- a/code/modules/assembly/signaler.dm
+++ b/code/modules/assembly/signaler.dm
@@ -4,7 +4,7 @@
icon_state = "signaller"
item_state = "signaler"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200, "waste" = 100)
+ matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 200)
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = 1
diff --git a/code/modules/assembly/timer.dm b/code/modules/assembly/timer.dm
index 31a29fa8741..df371a8b4e3 100644
--- a/code/modules/assembly/timer.dm
+++ b/code/modules/assembly/timer.dm
@@ -3,7 +3,7 @@
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
+ matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 50)
wires = WIRE_PULSE
diff --git a/code/modules/assembly/voice.dm b/code/modules/assembly/voice.dm
index eac18f4afd1..e564e3eb960 100644
--- a/code/modules/assembly/voice.dm
+++ b/code/modules/assembly/voice.dm
@@ -3,7 +3,7 @@
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
+ matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 50)
var/listening = 0
var/recorded //the activation message
diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm
index 4ff082f8928..371e09f7b37 100644
--- a/code/modules/clothing/clothing.dm
+++ b/code/modules/clothing/clothing.dm
@@ -140,7 +140,7 @@
return material
/obj/item/clothing/proc/set_material(var/new_material)
- material = get_material_by_name(new_material)
+ material = SSmaterials.get_material_by_name(new_material)
if(!material)
qdel(src)
else
diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm
index 165fd5edbd3..304ef26274a 100644
--- a/code/modules/clothing/head/misc_special.dm
+++ b/code/modules/clothing/head/misc_special.dm
@@ -21,7 +21,7 @@
slot_l_hand_str = "welding",
slot_r_hand_str = "welding"
)
- matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
+ matter = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 1000)
var/up = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
diff --git a/code/modules/clothing/rings/material.dm b/code/modules/clothing/rings/material.dm
index 7e063157235..444bf9d6bdb 100644
--- a/code/modules/clothing/rings/material.dm
+++ b/code/modules/clothing/rings/material.dm
@@ -7,7 +7,7 @@
. = ..(mapload)
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
- material = get_material_by_name(new_material)
+ material = SSmaterials.get_material_by_name(new_material)
if(!istype(material))
qdel(src)
return
@@ -19,34 +19,34 @@
return material
/obj/item/clothing/ring/material/wood/Initialize(var/mapload)
- . = ..(mapload, "wood")
+ . = ..(mapload, MATERIAL_WOOD)
/obj/item/clothing/ring/material/plastic/Initialize(var/mapload)
- . = ..(mapload, "plastic")
+ . = ..(mapload, MATERIAL_PLASTIC)
/obj/item/clothing/ring/material/iron/Initialize(var/mapload)
- . = ..(mapload, "iron")
+ . = ..(mapload, MATERIAL_IRON)
/obj/item/clothing/ring/material/steel/Initialize(var/mapload)
- . = ..(mapload, "steel")
+ . = ..(mapload, MATERIAL_STEEL)
/obj/item/clothing/ring/material/silver/Initialize(var/mapload)
- . = ..(mapload, "silver")
+ . = ..(mapload, MATERIAL_SILVER)
/obj/item/clothing/ring/material/gold/Initialize(var/mapload)
- . = ..(mapload, "gold")
+ . = ..(mapload, MATERIAL_GOLD)
/obj/item/clothing/ring/material/platinum/Initialize(var/mapload)
- . = ..(mapload, "platinum")
+ . = ..(mapload, MATERIAL_PLATINUM)
/obj/item/clothing/ring/material/phoron/Initialize(var/mapload)
- . = ..(mapload, "phoron")
+ . = ..(mapload, MATERIAL_PHORON)
/obj/item/clothing/ring/material/bronze/Initialize(var/mapload)
- . = ..(mapload, "bronze")
+ . = ..(mapload, MATERIAL_BRONZE)
/obj/item/clothing/ring/material/glass/Initialize(var/mapload)
- . = ..(mapload, "glass")
+ . = ..(mapload, MATERIAL_GLASS)
/obj/item/clothing/ring/material/uranium/Initialize(var/mapload)
- . = ..(mapload, "uranium")
\ No newline at end of file
+ . = ..(mapload, MATERIAL_URANIUM)
\ No newline at end of file
diff --git a/code/modules/clothing/spacesuits/rig/modules/combat.dm b/code/modules/clothing/spacesuits/rig/modules/combat.dm
index 7ec31f6c245..4ad6c1aa04a 100644
--- a/code/modules/clothing/spacesuits/rig/modules/combat.dm
+++ b/code/modules/clothing/spacesuits/rig/modules/combat.dm
@@ -157,7 +157,7 @@
name = "mounted energy gun"
desc = "A forearm-mounted energy projector."
icon_state = "egun"
- construction_cost= list(DEFAULT_WALL_MATERIAL=7000,"glass"=2250,"uranium"=3250,"gold"=2500)
+ construction_cost= list(DEFAULT_WALL_MATERIAL=7000, MATERIAL_GLASS = 2250, MATERIAL_URANIUM = 3250, MATERIAL_GOLD = 2500)
construction_time = 300
interface_name = "mounted energy gun"
@@ -172,7 +172,7 @@
name = "mounted taser"
desc = "A palm-mounted nonlethal energy projector."
icon_state = "taser"
- construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 5250)
+ construction_cost = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 5250)
construction_time = 300
usable = 0
@@ -250,7 +250,7 @@
interface_desc = "A self-sustaining plasma arc capable of cutting through walls."
suit_overlay_active = "plasmacutter"
suit_overlay_inactive = "plasmacutter"
- construction_cost = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 30000, "silver" = 5250, "phoron" = 7250)
+ construction_cost = list(MATERIAL_GLASS = 5250, DEFAULT_WALL_MATERIAL = 30000, MATERIAL_SILVER = 5250, MATERIAL_PHORON = 7250)
construction_time = 300
category = MODULE_UTILITY
diff --git a/code/modules/clothing/spacesuits/rig/modules/computer.dm b/code/modules/clothing/spacesuits/rig/modules/computer.dm
index ef3c0d36784..aff209df48d 100644
--- a/code/modules/clothing/spacesuits/rig/modules/computer.dm
+++ b/code/modules/clothing/spacesuits/rig/modules/computer.dm
@@ -36,7 +36,7 @@
activates_on_touch = 1
confined_use = 1
- construction_cost = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 5000)
+ construction_cost = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 7500)
construction_time = 300
engage_string = "Eject AI"
@@ -367,7 +367,7 @@
activates_on_touch = 1
disruptive = 0
- construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"gold"=2000,"silver"=3000,"glass"=2000)
+ construction_cost = list(DEFAULT_WALL_MATERIAL=10000, MATERIAL_GOLD =2000, MATERIAL_SILVER =3000, MATERIAL_GLASS =2000)
construction_time = 500
activate_string = "Enable Power Sink"
diff --git a/code/modules/clothing/spacesuits/rig/modules/modules.dm b/code/modules/clothing/spacesuits/rig/modules/modules.dm
index 399ae64dd34..5a58fb1ac15 100644
--- a/code/modules/clothing/spacesuits/rig/modules/modules.dm
+++ b/code/modules/clothing/spacesuits/rig/modules/modules.dm
@@ -13,9 +13,9 @@
desc = "It looks pretty sciency."
icon = 'icons/obj/rig_modules.dmi'
icon_state = "generic"
- matter = list(DEFAULT_WALL_MATERIAL = 20000, "plastic" = 30000, "glass" = 5000)
+ matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_PLASTIC = 30000, MATERIAL_GLASS = 5000)
- var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=7000,"glass"=7000)
+ var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=7000, MATERIAL_GLASS =7000)
var/construction_time = 100
var/damage = 0
diff --git a/code/modules/clothing/spacesuits/rig/modules/utility.dm b/code/modules/clothing/spacesuits/rig/modules/utility.dm
index affcf791779..c8a1cdacbf6 100644
--- a/code/modules/clothing/spacesuits/rig/modules/utility.dm
+++ b/code/modules/clothing/spacesuits/rig/modules/utility.dm
@@ -64,7 +64,7 @@
suit_overlay_active = "mounted-drill"
suit_overlay_inactive = "mounted-drill"
use_power_cost = 0.1
- construction_cost = list("glass"=2250,DEFAULT_WALL_MATERIAL=55000,"silver"=5250,"diamond"=3750)
+ construction_cost = list(DEFAULT_WALL_MATERIAL = 55000, MATERIAL_GLASS = 2250, MATERIAL_SILVER = 5250, MATERIAL_DIAMOND = 3750)
construction_time = 350
device_type = /obj/item/pickaxe/diamonddrill
@@ -119,7 +119,7 @@
interface_desc = "A device for building or removing walls. Cell-powered."
usable = 1
engage_string = "Configure RFD-C"
- construction_cost = list(DEFAULT_WALL_MATERIAL=30000,"phoron"=12500,"silver"=10000,"gold"=10000)
+ construction_cost = list(DEFAULT_WALL_MATERIAL=30000,"phoron"=12500, MATERIAL_SILVER =10000, MATERIAL_GOLD =10000)
construction_time = 1000
device_type = /obj/item/rfd/construction/mounted
@@ -162,7 +162,7 @@
toggleable = 0
disruptive = 0
confined_use = 1
- construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"glass"=9250,"gold"=2500,"silver"=4250,"phoron"=5500)
+ construction_cost = list(DEFAULT_WALL_MATERIAL=10000, MATERIAL_GLASS =9250, MATERIAL_GOLD =2500, MATERIAL_SILVER =4250,"phoron"=5500)
construction_time = 400
engage_string = "Inject"
@@ -350,7 +350,7 @@
usable = 0
selectable = 1
disruptive = 1
- construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"glass"=9250,"gold"=2500,"silver"=4250,"phoron"=5500)
+ construction_cost = list(DEFAULT_WALL_MATERIAL=10000, MATERIAL_GLASS =9250, MATERIAL_GOLD =2500, MATERIAL_SILVER =4250,"phoron"=5500)
construction_time = 400
interface_name = "mounted chem injector"
@@ -424,7 +424,6 @@
return 1
/obj/item/rig_module/maneuvering_jets
-
name = "hardsuit maneuvering jets"
desc = "A compact gas thruster system for a hardsuit."
icon_state = "thrusters"
@@ -432,7 +431,7 @@
toggleable = 1
selectable = 0
disruptive = 0
- construction_cost = list("glass"= 4250,DEFAULT_WALL_MATERIAL=15000,"silver"=4250,"uranium"=5250)
+ construction_cost = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 4250, MATERIAL_SILVER = 4250, MATERIAL_URANIUM = 5250)
construction_time = 300
suit_overlay_active = "maneuvering_active"
@@ -580,7 +579,7 @@
interface_name = "leg actuators"
interface_desc = "Allows you to fall from heights and to jump up onto ledges."
- construction_cost = list(DEFAULT_WALL_MATERIAL=15000, "glass"= 1250, "silver"=5250)
+ construction_cost = list(DEFAULT_WALL_MATERIAL=15000, MATERIAL_GLASS = 1250, MATERIAL_SILVER =5250)
construction_time = 300
disruptive = 0
@@ -814,4 +813,3 @@ var/global/list/lattice_users = list()
var/mob/living/carbon/human/H = holder.wearer
to_chat(H, "Neural lattice disengaged. Pain receptors restored.")
lattice_users.Remove(H)
-
diff --git a/code/modules/clothing/spacesuits/rig/modules/vision.dm b/code/modules/clothing/spacesuits/rig/modules/vision.dm
index ffa325b3e1d..401fda6a30c 100644
--- a/code/modules/clothing/spacesuits/rig/modules/vision.dm
+++ b/code/modules/clothing/spacesuits/rig/modules/vision.dm
@@ -104,7 +104,7 @@
usable = 0
- construction_cost = list("glass"=5000,DEFAULT_WALL_MATERIAL=1500)
+ construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000)
construction_time = 300
interface_name = "meson/material scanner"
@@ -136,7 +136,7 @@
usable = 0
- construction_cost = list("glass"=5000,DEFAULT_WALL_MATERIAL=1500,"uranium"=5000)
+ construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000, MATERIAL_URANIUM = 5000)
construction_time = 300
interface_name = "night vision interface"
@@ -154,7 +154,7 @@
usable = 0
- construction_cost = list("glass"=5000,DEFAULT_WALL_MATERIAL =1500)
+ construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000)
construction_time = 300
interface_name = "security HUD"
@@ -172,7 +172,7 @@
usable = 0
- construction_cost = list("glass"=5000,DEFAULT_WALL_MATERIAL=1500)
+ construction_cost = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000)
construction_time = 300
interface_name = "medical HUD"
diff --git a/code/modules/heavy_vehicle/components/_components.dm b/code/modules/heavy_vehicle/components/_components.dm
index 6293f772c84..b27f34377a2 100644
--- a/code/modules/heavy_vehicle/components/_components.dm
+++ b/code/modules/heavy_vehicle/components/_components.dm
@@ -13,7 +13,7 @@
var/damage_state = 1
var/list/has_hardpoints = list()
var/power_use = 0
- matter = list(DEFAULT_WALL_MATERIAL = 15000, "plastic" = 1000, "osmium" = 500)
+ matter = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_PLASTIC = 1000, MATERIAL_OSMIUM = 500)
dir = SOUTH
/obj/item/mech_component/pickup(mob/user)
diff --git a/code/modules/heavy_vehicle/components/frame.dm b/code/modules/heavy_vehicle/components/frame.dm
index 2404942da19..0d0cd30aa86 100644
--- a/code/modules/heavy_vehicle/components/frame.dm
+++ b/code/modules/heavy_vehicle/components/frame.dm
@@ -1,5 +1,5 @@
/obj/item/frame_holder
- matter = list("steel" = 65000, "plastic" = 10000, "osmium" = 10000)
+ matter = list(DEFAULT_WALL_MATERIAL = 65000, MATERIAL_PLASTIC = 10000, MATERIAL_OSMIUM = 10000)
/obj/item/frame_holder/Initialize(mapload, var/newloc)
..()
diff --git a/code/modules/heavy_vehicle/equipment/_equipment.dm b/code/modules/heavy_vehicle/equipment/_equipment.dm
index 5a5b8b397c0..068a2d19330 100644
--- a/code/modules/heavy_vehicle/equipment/_equipment.dm
+++ b/code/modules/heavy_vehicle/equipment/_equipment.dm
@@ -4,7 +4,7 @@
name = "exosuit hardpoint system"
icon = 'icons/mecha/mech_equipment.dmi'
icon_state = ""
- matter = list("steel" = 10000, "plastic" = 5000, "osmium" = 500)
+ matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_PLASTIC = 5000, MATERIAL_OSMIUM = 500)
force = 10
var/restricted_hardpoints
var/mob/living/heavy_vehicle/owner
diff --git a/code/modules/heavy_vehicle/premade/_premade.dm b/code/modules/heavy_vehicle/premade/_premade.dm
index 232df22bebc..f465d931544 100644
--- a/code/modules/heavy_vehicle/premade/_premade.dm
+++ b/code/modules/heavy_vehicle/premade/_premade.dm
@@ -27,7 +27,7 @@
add_parts()
do_decals()
if(!material)
- material = get_material_by_name("steel")
+ material = SSmaterials.get_material_by_name(MATERIAL_STEEL)
update_icon()
. = ..()
spawn_mech_equipment()
diff --git a/code/modules/heavy_vehicle/premade/powerloader.dm b/code/modules/heavy_vehicle/premade/powerloader.dm
index 712fb30bd03..4b0c1ae537f 100644
--- a/code/modules/heavy_vehicle/premade/powerloader.dm
+++ b/code/modules/heavy_vehicle/premade/powerloader.dm
@@ -108,7 +108,7 @@
/mob/living/heavy_vehicle/premade/firefighter/Initialize()
. = ..()
- material = get_material_by_name("osmium", "carbide", "plasteel")
+ material = SSmaterials.get_material_by_name(MATERIAL_PLASTEEL)
/obj/item/mech_component/sensors/firefighter/prebuild()
..()
diff --git a/code/modules/hydroponics/seed_datums.dm b/code/modules/hydroponics/seed_datums.dm
index 3a485648202..c1f1e0827ec 100644
--- a/code/modules/hydroponics/seed_datums.dm
+++ b/code/modules/hydroponics/seed_datums.dm
@@ -308,7 +308,7 @@
seed_name = "golden apple"
display_name = "gold apple tree"
mutants = null
- chems = list("applejuice" = list(1,10), "gold" = list(1,5))
+ chems = list("applejuice" = list(1,10), MATERIAL_GOLD = list(1,5))
kitchen_tag = "goldapple"
/datum/seed/apple/gold/setup_traits()
diff --git a/code/modules/hydroponics/trays/tray_tools.dm b/code/modules/hydroponics/trays/tray_tools.dm
index 30317550d68..f6f35e3240d 100644
--- a/code/modules/hydroponics/trays/tray_tools.dm
+++ b/code/modules/hydroponics/trays/tray_tools.dm
@@ -11,7 +11,7 @@
item_state = "analyzer"
var/form_title
var/last_data
- matter = list(DEFAULT_WALL_MATERIAL = 80,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 80, MATERIAL_GLASS = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_BIO = 1)
/obj/item/device/analyzer/plant_analyzer/proc/print_report_verb()
diff --git a/code/modules/item_worth/Value_procs/obj/items.dm b/code/modules/item_worth/Value_procs/obj/items.dm
index ee9865683e3..2f31dc986f7 100644
--- a/code/modules/item_worth/Value_procs/obj/items.dm
+++ b/code/modules/item_worth/Value_procs/obj/items.dm
@@ -23,7 +23,7 @@
return material.value * amount
/obj/item/ore/Value()
- var/material/mat = get_material_by_name(material)
+ var/material/mat = SSmaterials.get_material_by_name(material)
if(mat)
return mat.value
return 0
diff --git a/code/modules/materials/material_sheets.dm b/code/modules/materials/material_sheets.dm
index 6d24523282f..e35fa80a90f 100644
--- a/code/modules/materials/material_sheets.dm
+++ b/code/modules/materials/material_sheets.dm
@@ -19,7 +19,7 @@
if(!default_type)
default_type = DEFAULT_WALL_MATERIAL
- material = get_material_by_name("[default_type]")
+ material = SSmaterials.get_material_by_name(default_type)
if(!material)
qdel(src)
return
@@ -85,37 +85,37 @@
/obj/item/stack/material/iron
name = "iron"
icon_state = "sheet-silver"
- default_type = "iron"
+ default_type = MATERIAL_IRON
apply_colour = 1
/obj/item/stack/material/sandstone
name = "sandstone brick"
icon_state = "sheet-sandstone"
- default_type = "sandstone"
+ default_type = MATERIAL_SANDSTONE
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/boots.ogg'
/obj/item/stack/material/marble
name = "marble brick"
icon_state = "sheet-marble"
- default_type = "marble"
+ default_type = MATERIAL_MARBLE
drop_sound = 'sound/items/drop/boots.ogg'
/obj/item/stack/material/diamond
name = "diamond"
icon_state = "sheet-diamond"
- default_type = "diamond"
+ default_type = MATERIAL_DIAMOND
drop_sound = 'sound/items/drop/glass.ogg'
/obj/item/stack/material/uranium
name = "uranium"
icon_state = "sheet-uranium"
- default_type = "uranium"
+ default_type = MATERIAL_URANIUM
/obj/item/stack/material/phoron
name = "solid phoron"
icon_state = "sheet-phoron"
- default_type = "phoron"
+ default_type = MATERIAL_PHORON
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/glass.ogg'
@@ -123,46 +123,51 @@
name = "plastic"
icon_state = "sheet-plastic"
item_state = "sheet-plastic"
- default_type = "plastic"
+ default_type = MATERIAL_PLASTIC
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/card.ogg'
/obj/item/stack/material/gold
name = "gold"
icon_state = "sheet-gold"
- default_type = "gold"
+ default_type = MATERIAL_GOLD
icon_has_variants = TRUE
+/obj/item/stack/material/osmium
+ name = "osmium"
+ icon_state = "sheet-silver"
+ default_type = MATERIAL_OSMIUM
+
/obj/item/stack/material/silver
name = "silver"
icon_state = "sheet-silver"
- default_type = "silver"
+ default_type = MATERIAL_SILVER
icon_has_variants = TRUE
//Valuable resource, cargo can sell it.
/obj/item/stack/material/platinum
name = "platinum"
icon_state = "sheet-adamantine"
- default_type = "platinum"
+ default_type = MATERIAL_PLATINUM
icon_has_variants = TRUE
//Extremely valuable to Research.
/obj/item/stack/material/mhydrogen
name = "metallic hydrogen"
icon_state = "sheet-mythril"
- default_type = "mhydrogen"
+ default_type = MATERIAL_HYDROGEN_METALLIC
//Fuel for MRSPACMAN generator.
/obj/item/stack/material/tritium
name = "tritium"
icon_state = "sheet-silver"
- default_type = "tritium"
+ default_type = MATERIAL_TRITIUM
apply_colour = 1
/obj/item/stack/material/osmium
name = "osmium"
icon_state = "sheet-silver"
- default_type = "osmium"
+ default_type = MATERIAL_OSMIUM
apply_colour = 1
/obj/item/stack/material/steel
@@ -175,30 +180,30 @@
name = "plasteel"
icon_state = "sheet-plasteel"
item_state = "sheet-metal"
- default_type = "plasteel"
+ default_type = MATERIAL_PLASTEEL
icon_has_variants = TRUE
/obj/item/stack/material/wood
name = "wooden plank"
icon_state = "sheet-wood"
- default_type = "wood"
+ default_type = MATERIAL_WOOD
drop_sound = 'sound/items/drop/wooden.ogg'
/obj/item/stack/material/woodlog
name = "log"
icon_state = "sheet-wood"
- default_type = "log"
+ default_type = MATERIAL_WOOD_LOG
/obj/item/stack/material/woodbranch
name = "branch"
icon_state = "sheet-wood"
- default_type = "branch"
+ default_type = MATERIAL_WOOD_BRANCH
/obj/item/stack/material/cloth
name = "cloth"
icon_state = "sheet-cloth"
- default_type = "cloth"
+ default_type = MATERIAL_CLOTH
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/clothing.ogg'
@@ -216,35 +221,35 @@
/obj/item/stack/material/cardboard
name = "cardboard"
icon_state = "sheet-card"
- default_type = "cardboard"
+ default_type = MATERIAL_CARDBOARD
drop_sound = 'sound/items/drop/box.ogg'
/obj/item/stack/material/leather
name = "leather"
desc = "The by-product of mob grinding."
icon_state = "sheet-leather"
- default_type = "leather"
+ default_type = MATERIAL_LEATHER
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/leather.ogg'
/obj/item/stack/material/glass
name = "glass"
icon_state = "sheet-glass"
- default_type = "glass"
+ default_type = MATERIAL_GLASS
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/glass.ogg'
/obj/item/stack/material/glass/wired
name = "wired glass"
icon = 'icons/obj/stacks/tiles.dmi'
- icon_state = "glass_wire"
+ icon_state = MATERIAL_GLASS_WIRED
default_type = "wired glass"
/obj/item/stack/material/glass/reinforced
name = "reinforced glass"
icon_state = "sheet-rglass"
item_state = "sheet-rglass"
- default_type = "rglass"
+ default_type = MATERIAL_GLASS_REINFORCED
/obj/item/stack/material/glass/phoronglass
name = "borosilicate glass"
@@ -252,7 +257,7 @@
singular_name = "borosilicate glass sheet"
icon_state = "sheet-phoronglass"
item_state = "sheet-pglass"
- default_type = "borosilicate glass"
+ default_type = MATERIAL_GLASS_PHORON
/obj/item/stack/material/glass/phoronrglass
name = "reinforced borosilicate glass"
@@ -260,8 +265,7 @@
singular_name = "reinforced borosilicate glass sheet"
icon_state = "sheet-phoronrglass"
item_state = "sheet-prglass"
- default_type = "reinforced borosilicate glass"
-
+ default_type = MATERIAL_GLASS_REINFORCED_PHORON
/obj/item/stack/material/bronze
name = "bronze"
icon_state = "sheet-brass"
@@ -271,5 +275,5 @@
/obj/item/stack/material/titanium
name = "titanium"
icon_state = "sheet-titanium"
- default_type = "titanium"
+ default_type = MATERIAL_TITANIUM
icon_has_variants = TRUE
diff --git a/code/modules/materials/material_synth.dm b/code/modules/materials/material_synth.dm
index 2058410eb60..e1be0187977 100644
--- a/code/modules/materials/material_synth.dm
+++ b/code/modules/materials/material_synth.dm
@@ -14,25 +14,25 @@
/obj/item/stack/material/cyborg/plastic
icon_state = "sheet-plastic"
- default_type = "plastic"
+ default_type = MATERIAL_PLASTIC
/obj/item/stack/material/cyborg/steel
icon_state = "sheet-metal"
- default_type = "steel"
+ default_type = MATERIAL_STEEL
/obj/item/stack/material/cyborg/plasteel
icon_state = "sheet-plasteel"
- default_type = "plasteel"
+ default_type = MATERIAL_PLASTEEL
/obj/item/stack/material/cyborg/wood
icon_state = "sheet-wood"
- default_type = "wood"
+ default_type = MATERIAL_WOOD
/obj/item/stack/material/cyborg/glass
icon_state = "sheet-glass"
- default_type = "glass"
+ default_type = MATERIAL_GLASS
/obj/item/stack/material/cyborg/glass/reinforced
icon_state = "sheet-rglass"
- default_type = "rglass"
+ default_type = MATERIAL_GLASS_REINFORCED
charge_costs = list(500, 1000)
\ No newline at end of file
diff --git a/code/modules/materials/materials.dm b/code/modules/materials/materials.dm
index 4afec3f614b..7c053240c9a 100644
--- a/code/modules/materials/materials.dm
+++ b/code/modules/materials/materials.dm
@@ -24,43 +24,16 @@
wood
*/
-// Assoc list containing all material datums indexed by name.
-var/list/name_to_material
-
//Returns the material the object is made of, if applicable.
//Will we ever need to return more than one value here? Or should we just return the "dominant" material.
/obj/proc/get_material()
- return null
+ return
-//mostly for convenience
/obj/proc/get_material_name()
var/material/material = get_material()
if(material)
return material.name
-// Builds the datum list above.
-/proc/populate_material_list(force_remake=0)
- if(name_to_material && !force_remake) return // Already set up!
- name_to_material = list()
- for(var/type in typesof(/material) - /material)
- var/material/new_mineral = new type
- if(!new_mineral.name)
- continue
- name_to_material[lowertext(new_mineral.name)] = new_mineral
- return 1
-
-// Safety proc to make sure the material list exists before trying to grab from it.
-/proc/get_material_by_name(name)
- if(!name_to_material)
- populate_material_list()
- return name_to_material[name]
-
-/proc/material_display_name(name)
- var/material/material = get_material_by_name(name)
- if(material)
- return material.display_name
- return null
-
// Material definition and procs follow.
/material
var/name // Unique name for use in indexing the list.
@@ -264,7 +237,7 @@ var/list/name_to_material
// Datum definitions follow.
/material/uranium
- name = "uranium"
+ name = MATERIAL_URANIUM
stack_type = /obj/item/stack/material/uranium
radioactivity = 12
icon_base = "stone"
@@ -277,7 +250,7 @@ var/list/name_to_material
golem = "Uranium Golem"
/material/diamond
- name = "diamond"
+ name = MATERIAL_DIAMOND
stack_type = /obj/item/stack/material/diamond
flags = MATERIAL_UNMELTABLE
cut_delay = 60
@@ -293,7 +266,7 @@ var/list/name_to_material
golem = "Diamond Golem"
/material/gold
- name = "gold"
+ name = MATERIAL_GOLD
stack_type = /obj/item/stack/material/gold
icon_colour = "#EDD12F"
weight = 30
@@ -305,7 +278,7 @@ var/list/name_to_material
golem = "Gold Golem"
/material/bronze
- name = "bronze"
+ name = MATERIAL_BRONZE
stack_type = /obj/item/stack/material/bronze
weight = 30
hardness = 50
@@ -314,8 +287,17 @@ var/list/name_to_material
stack_origin_tech = list(TECH_MATERIAL = 2)
golem = "Bronze Golem"
+/material/osmium
+ name = MATERIAL_OSMIUM
+ stack_type = /obj/item/stack/material/osmium
+ icon_colour = "#9999ff"
+ stack_origin_tech = list(TECH_MATERIAL = 5)
+ sheet_singular_name = "ingot"
+ sheet_plural_name = "ingots"
+ value = 30
+
/material/silver
- name = "silver"
+ name = MATERIAL_SILVER
stack_type = /obj/item/stack/material/silver
icon_colour = "#D1E6E3"
weight = 22
@@ -327,7 +309,7 @@ var/list/name_to_material
golem = "Bronze Golem"
/material/phoron
- name = "phoron"
+ name = MATERIAL_PHORON
stack_type = /obj/item/stack/material/phoron
ignition_point = PHORON_MINIMUM_BURN_TEMPERATURE
icon_base = "stone"
@@ -340,25 +322,8 @@ var/list/name_to_material
sheet_plural_name = "crystals"
golem = "Phoron Golem"
-/*
-// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
-/material/phoron/combustion_effect(var/turf/T, var/temperature, var/effect_multiplier)
- if(isnull(ignition_point))
- return 0
- if(temperature < ignition_point)
- return 0
- var/totalPhoron = 0
- for(var/turf/simulated/floor/target_tile in range(2,T))
- var/phoronToDeduce = (temperature/30) * effect_multiplier
- totalPhoron += phoronToDeduce
- target_tile.assume_gas("phoron", phoronToDeduce, 200+T0C)
- spawn (0)
- target_tile.hotspot_expose(temperature, 400)
- return round(totalPhoron/100)
-*/
-
/material/stone
- name = "sandstone"
+ name = MATERIAL_SANDSTONE
stack_type = /obj/item/stack/material/sandstone
icon_base = "stone"
icon_reinf = "reinf_stone"
@@ -374,7 +339,7 @@ var/list/name_to_material
golem = "Sand Golem"
/material/stone/marble
- name = "marble"
+ name = MATERIAL_MARBLE
icon_colour = "#AAAAAA"
weight = 26
hardness = 70
@@ -395,7 +360,7 @@ var/list/name_to_material
hitsound = 'sound/weapons/smash.ogg'
/material/diona
- name = "biomass"
+ name = MATERIAL_DIONA
icon_colour = null
stack_type = null
icon_base = "biomass"
@@ -419,7 +384,7 @@ var/list/name_to_material
shard_type = SHARD_NONE
/material/plasteel
- name = "plasteel"
+ name = MATERIAL_PLASTEEL
stack_type = /obj/item/stack/material/plasteel
integrity = 400
melting_point = 6000
@@ -437,7 +402,7 @@ var/list/name_to_material
hitsound = 'sound/weapons/smash.ogg'
/material/plasteel/titanium
- name = "titanium"
+ name = MATERIAL_TITANIUM
stack_type = /obj/item/stack/material/titanium
integrity = 600
conductivity = 2.38
@@ -451,7 +416,7 @@ var/list/name_to_material
golem = "Titanium Golem"
/material/glass
- name = "glass"
+ name = MATERIAL_GLASS
stack_type = /obj/item/stack/material/glass
flags = MATERIAL_BRITTLE
icon_colour = "#00E1FF"
@@ -544,7 +509,7 @@ var/list/name_to_material
return (hardness > 35) //todo
/material/glass/wired
- name = "wired glass"
+ name = MATERIAL_GLASS_WIRED
display_name = "wired glass"
stack_type = /obj/item/stack/material/glass/wired
flags = MATERIAL_BRITTLE
@@ -556,14 +521,14 @@ var/list/name_to_material
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
- composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750)
+ composite_material = list(DEFAULT_WALL_MATERIAL = 1875, MATERIAL_GLASS = 3750)
window_options = list()
created_window = null
wire_product = null
rod_product = null
/material/glass/reinforced
- name = "rglass"
+ name = MATERIAL_GLASS_REINFORCED
display_name = "reinforced glass"
stack_type = /obj/item/stack/material/glass/reinforced
flags = MATERIAL_BRITTLE
@@ -575,14 +540,14 @@ var/list/name_to_material
hardness = 40
weight = 30
stack_origin_tech = list(TECH_MATERIAL = 2)
- composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750)
+ composite_material = list(DEFAULT_WALL_MATERIAL = 1875, MATERIAL_GLASS = 3750)
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 5)
created_window = /obj/structure/window/reinforced
wire_product = null
rod_product = null
/material/glass/phoron
- name = "borosilicate glass"
+ name = MATERIAL_GLASS_PHORON
display_name = "borosilicate glass"
stack_type = /obj/item/stack/material/glass/phoronglass
flags = MATERIAL_BRITTLE
@@ -595,7 +560,7 @@ var/list/name_to_material
golem = "Phoron Golem"
/material/glass/phoron/reinforced
- name = "reinforced borosilicate glass"
+ name = MATERIAL_GLASS_REINFORCED_PHORON
display_name = "reinforced borosilicate glass"
stack_type = /obj/item/stack/material/glass/phoronrglass
stack_origin_tech = list(TECH_MATERIAL = 5)
@@ -608,7 +573,7 @@ var/list/name_to_material
rod_product = null
/material/plastic
- name = "plastic"
+ name = MATERIAL_PLASTIC
stack_type = /obj/item/stack/material/plastic
flags = MATERIAL_BRITTLE
icon_base = "solid"
@@ -622,13 +587,13 @@ var/list/name_to_material
golem = "Plastic Golem"
/material/plastic/holographic
- name = "holoplastic"
+ name = MATERIAL_PLASTIC_HOLO
display_name = "plastic"
stack_type = null
shard_type = SHARD_NONE
/material/osmium
- name = "osmium"
+ name = MATERIAL_OSMIUM
stack_type = /obj/item/stack/material/osmium
icon_colour = "#9999FF"
stack_origin_tech = list(TECH_MATERIAL = 5)
@@ -636,7 +601,7 @@ var/list/name_to_material
sheet_plural_name = "ingots"
/material/tritium
- name = "tritium"
+ name = MATERIAL_TRITIUM
stack_type = /obj/item/stack/material/tritium
icon_colour = "#777777"
stack_origin_tech = list(TECH_MATERIAL = 5)
@@ -644,7 +609,7 @@ var/list/name_to_material
sheet_plural_name = "ingots"
/material/mhydrogen
- name = "mhydrogen"
+ name = MATERIAL_HYDROGEN_METALLIC
display_name = "metallic hydrogen"
stack_type = /obj/item/stack/material/mhydrogen
icon_colour = "#E6C5DE"
@@ -653,7 +618,7 @@ var/list/name_to_material
golem = "Metallic Hydrogen Golem"
/material/platinum
- name = "platinum"
+ name = MATERIAL_PLATINUM
stack_type = /obj/item/stack/material/platinum
icon_colour = "#9999FF"
weight = 27
@@ -663,7 +628,7 @@ var/list/name_to_material
sheet_plural_name = "ingots"
/material/iron
- name = "iron"
+ name = MATERIAL_IRON
stack_type = /obj/item/stack/material/iron
icon_colour = "#5C5454"
weight = 22
@@ -675,7 +640,7 @@ var/list/name_to_material
// Adminspawn only, do not let anyone get this.
/material/elevatorium
- name = "elevatorium"
+ name = MATERIAL_ELEVATOR
display_name = "elevator panelling"
stack_type = null
icon_colour = "#666666"
@@ -687,7 +652,7 @@ var/list/name_to_material
protectiveness = 80
/material/wood
- name = "wood"
+ name = MATERIAL_WOOD
stack_type = /obj/item/stack/material/wood // why wouldn't it have a stacktype seriously guys why
icon_colour = "#824B28"
integrity = 50
@@ -711,7 +676,7 @@ var/list/name_to_material
hitsound = 'sound/effects/woodhit.ogg'
/material/wood/log //This is gonna replace wood planks in a way for NBT, leaving it here for now
- name = "log"
+ name = MATERIAL_WOOD_LOG
stack_type = /obj/item/stack/material/woodlog
icon_colour = "#824B28"
integrity = 50
@@ -727,7 +692,7 @@ var/list/name_to_material
sheet_plural_name = "logs"
/material/wood/branch
- name = "branch"
+ name = MATERIAL_WOOD_BRANCH
stack_type = /obj/item/stack/material/woodbranch
icon_colour = "#824B28"
integrity = 50
@@ -740,9 +705,8 @@ var/list/name_to_material
sheet_singular_name = "branch"
sheet_plural_name = "branch"
-
/material/rust
- name = "rust"
+ name = MATERIAL_RUST
display_name = "rusty steel"
stack_type = null
icon_colour = "#B7410E"
@@ -754,13 +718,13 @@ var/list/name_to_material
weight = 18
/material/wood/holographic
- name = "holowood"
+ name = MATERIAL_WOOD_HOLO
display_name = "wood"
stack_type = null
shard_type = SHARD_NONE
/material/cardboard
- name = "cardboard"
+ name = MATERIAL_CARDBOARD
stack_type = /obj/item/stack/material/cardboard
flags = MATERIAL_BRITTLE
integrity = 10
@@ -777,8 +741,8 @@ var/list/name_to_material
destruction_desc = "crumples"
golem = "Cardboard Golem"
-/material/cloth //todo
- name = "cloth"
+/material/cloth
+ name = MATERIAL_CLOTH
stack_origin_tech = list(TECH_MATERIAL = 2)
door_icon_base = "wood"
ignition_point = T0C+232
@@ -789,7 +753,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cult
- name = "cult"
+ name = MATERIAL_CULT
display_name = "daemon stone"
icon_base = "cult"
icon_colour = COLOR_CULT
@@ -807,7 +771,7 @@ var/list/name_to_material
new /obj/effect/decal/cleanable/blood(target)
/material/cult/reinf
- name = "cult_reinforced"
+ name = MATERIAL_CULT_REINFORCED
icon_colour = COLOR_CULT_REINFORCED
display_name = "human remains"
@@ -815,7 +779,7 @@ var/list/name_to_material
new /obj/effect/decal/remains/human(target)
/material/resin
- name = "resin"
+ name = MATERIAL_RESIN
icon_colour = "#E85DD8"
dooropen_noise = 'sound/effects/attackblob.ogg'
door_icon_base = "resin"
@@ -823,9 +787,8 @@ var/list/name_to_material
sheet_singular_name = "blob"
sheet_plural_name = "blobs"
-//TODO PLACEHOLDERS:
/material/leather
- name = "leather"
+ name = MATERIAL_LEATHER
icon_colour = "#5C4831"
stack_origin_tech = list(TECH_MATERIAL = 2)
flags = MATERIAL_PADDING
@@ -835,7 +798,7 @@ var/list/name_to_material
golem = "Homunculus"
/material/carpet
- name = "carpet"
+ name = MATERIAL_CARPET
display_name = "comfy"
use_name = "red upholstery"
icon_colour = "#DA020A"
@@ -848,7 +811,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cotton
- name = "cotton"
+ name = MATERIAL_COTTON
display_name ="cotton"
icon_colour = "#FFFFFF"
flags = MATERIAL_PADDING
@@ -858,7 +821,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_teal
- name = "teal"
+ name = MATERIAL_CLOTH_TEAL
display_name ="teal"
use_name = "teal cloth"
icon_colour = "#00EAFA"
@@ -869,7 +832,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_black
- name = "black"
+ name = MATERIAL_CLOTH_BLACK
display_name = "black"
use_name = "black cloth"
icon_colour = "#505050"
@@ -880,7 +843,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_green
- name = "green"
+ name = MATERIAL_CLOTH_GREEN
display_name = "green"
use_name = "green cloth"
icon_colour = "#01C608"
@@ -890,8 +853,8 @@ var/list/name_to_material
protectiveness = 1 // 4%
golem = "Cloth Golem"
-/material/cloth_puple
- name = "purple"
+/material/cloth_purple
+ name = MATERIAL_CLOTH_PURPLE
display_name = "purple"
use_name = "purple cloth"
icon_colour = "#9C56C4"
@@ -902,7 +865,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_blue
- name = "blue"
+ name = MATERIAL_CLOTH_BLUE
display_name = "blue"
use_name = "blue cloth"
icon_colour = "#6B6FE3"
@@ -913,7 +876,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_beige
- name = "beige"
+ name = MATERIAL_CLOTH_BEIGE
display_name = "beige"
use_name = "beige cloth"
icon_colour = "#E8E7C8"
@@ -924,7 +887,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/cloth_lime
- name = "lime"
+ name = MATERIAL_CLOTH_LIME
display_name = "lime"
use_name = "lime cloth"
icon_colour = "#62E36C"
@@ -935,7 +898,7 @@ var/list/name_to_material
golem = "Cloth Golem"
/material/hide //TODO make different hides somewhat different among them
- name = "hide"
+ name = MATERIAL_HIDE
stack_origin_tech = list(TECH_MATERIAL = 2)
stack_type = /obj/item/stack/material/animalhide
door_icon_base = "wood"
@@ -949,38 +912,38 @@ var/list/name_to_material
golem = "Homunculus"
/material/hide/corgi
- name = "corgi hide"
+ name = MATERIAL_HIDE_CORGI
stack_type = /obj/item/stack/material/animalhide/corgi
icon_colour = "#F9A635"
/material/hide/cat
- name = "cat hide"
+ name = MATERIAL_HIDE_CAT
stack_type = /obj/item/stack/material/animalhide/cat
icon_colour = "#444444"
/material/hide/monkey
- name = "monkey hide"
+ name = MATERIAL_HIDE_MONKEY
stack_type = /obj/item/stack/material/animalhide/monkey
icon_colour = "#914800"
/material/hide/lizard
- name = "lizard hide"
+ name = MATERIAL_HIDE_LIZARD
stack_type = /obj/item/stack/material/animalhide/lizard
icon_colour = "#34AF10"
/material/hide/xeno
- name = "alien hide"
+ name = MATERIAL_HIDE_ALIEN
stack_type = /obj/item/stack/material/animalhide/xeno
icon_colour = "#525288"
protectiveness = 10 // 33%
/material/hide/human
- name = "human hide"
+ name = MATERIAL_HIDE_HUMAN
stack_type = /obj/item/stack/material/animalhide/human
icon_colour = "#833C00"
/material/bone
- name = "bone"
+ name = MATERIAL_BONE
icon_colour = "#e3dac9"
icon_base = "stone"
icon_reinf = "reinf_stone"
@@ -995,14 +958,14 @@ var/list/name_to_material
golem = "Homunculus"
/material/bone/necromancer
- name = "cursed bone"
+ name = MATERIAL_BONE_CURSED
weight = 20
integrity = 150
hardness = 60
protectiveness = 20 // 50%
/material/vaurca
- name = "alien biomass"
+ name = MATERIAL_VAURCA
display_name = "alien biomass"
stack_type = null
icon_colour = "#1C7400"
@@ -1016,7 +979,7 @@ var/list/name_to_material
conductivity = 10
/material/shuttle
- name = "shuttle"
+ name = MATERIAL_SHUTTLE
display_name = "spaceship alloy"
stack_type = null
icon_colour = "#6C7364"
@@ -1029,7 +992,7 @@ var/list/name_to_material
protectiveness = 80 // 80%
/material/shuttle/skrell
- name = "skrell"
+ name = MATERIAL_SHUTTLE_SKRELL
display_name = "superadvanced alloy"
icon_colour = null
icon_base = "skrell"
\ No newline at end of file
diff --git a/code/modules/mining/drilling/drill.dm b/code/modules/mining/drilling/drill.dm
index 75054806b02..fe04bd9de49 100644
--- a/code/modules/mining/drilling/drill.dm
+++ b/code/modules/mining/drilling/drill.dm
@@ -17,13 +17,13 @@
var/list/resource_field = list()
var/ore_types = list(
- "iron" = /obj/item/ore/iron,
- "uranium" = /obj/item/ore/uranium,
- "gold" = /obj/item/ore/gold,
- "silver" = /obj/item/ore/silver,
- "diamond" = /obj/item/ore/diamond,
- "phoron" = /obj/item/ore/phoron,
- "osmium" = /obj/item/ore/osmium,
+ MATERIAL_IRON = /obj/item/ore/iron,
+ MATERIAL_URANIUM = /obj/item/ore/uranium,
+ MATERIAL_GOLD = /obj/item/ore/gold,
+ MATERIAL_SILVER = /obj/item/ore/silver,
+ MATERIAL_DIAMOND = /obj/item/ore/diamond,
+ MATERIAL_PHORON = /obj/item/ore/phoron,
+ MATERIAL_OSMIUM = /obj/item/ore/osmium,
"hydrogen" = /obj/item/ore/hydrogen,
"silicates" = /obj/item/ore/glass,
"carbonaceous rock" = /obj/item/ore/coal
diff --git a/code/modules/mining/machine_processing.dm b/code/modules/mining/machine_processing.dm
index 1349ac911fc..e6cd0d058c7 100644
--- a/code/modules/mining/machine_processing.dm
+++ b/code/modules/mining/machine_processing.dm
@@ -396,7 +396,7 @@
if(can_make % 2 > 0)
can_make--
- var/material/M = get_material_by_name(O.compresses_to)
+ var/material/M = SSmaterials.get_material_by_name(O.compresses_to)
if(!istype(M) || !can_make || ores_stored[metal] < 1)
continue
@@ -413,7 +413,7 @@
else if(ores_processing[metal] == 1 && O.smelts_to) //Smelting.
var/can_make = Clamp(ores_stored[metal], 0, sheets_per_tick - sheets)
- var/material/M = get_material_by_name(O.smelts_to)
+ var/material/M = SSmaterials.get_material_by_name(O.smelts_to)
if(!istype(M) || !can_make || ores_stored[metal] < 1)
continue
diff --git a/code/modules/mining/ore_datum.dm b/code/modules/mining/ore_datum.dm
index 9c99d17d53d..b6dfcd03baa 100644
--- a/code/modules/mining/ore_datum.dm
+++ b/code/modules/mining/ore_datum.dm
@@ -27,7 +27,7 @@ var/global/list/ore_data = list()
/ore/uranium
name = ORE_URANIUM
display_name = "pitchblende"
- smelts_to = "uranium"
+ smelts_to = MATERIAL_URANIUM
result_amount = 5
spread_chance = 15
ore = /obj/item/ore/uranium
@@ -42,8 +42,8 @@ var/global/list/ore_data = list()
/ore/hematite
name = ORE_IRON
display_name = "hematite"
- smelts_to = "iron"
- alloy = TRUE
+ smelts_to = MATERIAL_IRON
+ alloy = 1
result_amount = 5
spread_chance = 30
ore = /obj/item/ore/iron
@@ -53,8 +53,8 @@ var/global/list/ore_data = list()
/ore/coal
name = ORE_COAL
display_name = "raw carbon"
- smelts_to = "plastic"
- alloy = TRUE
+ smelts_to = MATERIAL_PLASTIC
+ alloy = 1
result_amount = 5
spread_chance = 35
ore = /obj/item/ore/coal
@@ -63,7 +63,7 @@ var/global/list/ore_data = list()
/ore/glass
name = ORE_SAND
- display_name = "sand"
+ display_name = MATERIAL_GLASS
smelts_to = "glass"
compresses_to = "sandstone"
worth = 1
@@ -71,7 +71,7 @@ var/global/list/ore_data = list()
/ore/phoron
name = ORE_PHORON
display_name = "phoron crystals"
- compresses_to = "phoron"
+ compresses_to = MATERIAL_PHORON
result_amount = 5
spread_chance = 25
ore = /obj/item/ore/phoron
@@ -88,7 +88,7 @@ var/global/list/ore_data = list()
/ore/silver
name = ORE_SILVER
display_name = "native silver"
- smelts_to = "silver"
+ smelts_to = MATERIAL_SILVER
result_amount = 5
spread_chance = 15
ore = /obj/item/ore/silver
@@ -96,8 +96,8 @@ var/global/list/ore_data = list()
worth = 20
/ore/gold
- smelts_to = ORE_GOLD
name = "gold"
+ smelts_to = MATERIAL_GOLD
display_name = "native gold"
result_amount = 5
spread_chance = 10
@@ -112,7 +112,7 @@ var/global/list/ore_data = list()
worth = 30
/ore/diamond
- name = ORE_DIAMOND
+ name = "diamond"
display_name = "diamond"
compresses_to = "diamond"
result_amount = 5
@@ -135,7 +135,7 @@ var/global/list/ore_data = list()
worth = 15
/ore/hydrogen
- name = ORE_HYDROGEN
+ name = "hydrogen"
display_name = "metallic hydrogen"
smelts_to = "tritium"
compresses_to = "mhydrogen"
diff --git a/code/modules/mob/living/carbon/human/species/station/golem.dm b/code/modules/mob/living/carbon/human/species/station/golem.dm
index d95f12563fc..be73401d6f5 100644
--- a/code/modules/mob/living/carbon/human/species/station/golem.dm
+++ b/code/modules/mob/living/carbon/human/species/station/golem.dm
@@ -716,7 +716,7 @@ var/global/list/golem_types = list("Coal Golem",
heat_level_2 = T0C+80
heat_level_3 = T0C+100
- golem_designation = "plastic"
+ golem_designation = MATERIAL_PLASTIC
/datum/species/golem/plastic/handle_post_spawn(var/mob/living/carbon/human/H)
H.change_skin_color(171,171,171)
diff --git a/code/modules/mob/living/silicon/robot/analyzer.dm b/code/modules/mob/living/silicon/robot/analyzer.dm
index 363d80e1ef0..65eea5c319d 100644
--- a/code/modules/mob/living/silicon/robot/analyzer.dm
+++ b/code/modules/mob/living/silicon/robot/analyzer.dm
@@ -13,7 +13,7 @@
throw_speed = 5
throw_range = 10
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 1, TECH_ENGINEERING = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200)
+ matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 200)
var/mode = 1
/obj/item/device/robotanalyzer/attack(mob/living/M, mob/living/user)
diff --git a/code/modules/paperwork/handlabeler.dm b/code/modules/paperwork/handlabeler.dm
index 44e557e1e7b..c87fd49da9b 100644
--- a/code/modules/paperwork/handlabeler.dm
+++ b/code/modules/paperwork/handlabeler.dm
@@ -33,7 +33,7 @@
var/label = null
var/labels_left = 30
var/mode = 0 //off or on.
- matter = list(DEFAULT_WALL_MATERIAL = 120, "glass" = 80)
+ matter = list(DEFAULT_WALL_MATERIAL = 120, MATERIAL_GLASS = 80)
/obj/item/hand_labeler/attack()
return
diff --git a/code/modules/power/cable.dm b/code/modules/power/cable.dm
index 5451ba93503..62fcece8e27 100644
--- a/code/modules/power/cable.dm
+++ b/code/modules/power/cable.dm
@@ -481,7 +481,7 @@ obj/structure/cable/proc/cableColor(var/colorC)
w_class = 2.0
throw_speed = 2
throw_range = 5
- matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "coil"
diff --git a/code/modules/power/lights/bulbs.dm b/code/modules/power/lights/bulbs.dm
index 0fa39518267..4873fcead5f 100644
--- a/code/modules/power/lights/bulbs.dm
+++ b/code/modules/power/lights/bulbs.dm
@@ -23,7 +23,7 @@
desc = "A replacement light tube."
icon_state = "ltube_preset"//preset state for mapping
item_state = "c_tube"
- matter = list("glass" = 100)
+ matter = list(MATERIAL_GLASS = 100)
brightness_range = 8
brightness_power = 0.8
lighttype = "tube"
@@ -64,7 +64,7 @@
desc = "A replacement light bulb."
icon_state = "lbulb_preset"//preset state for mapping
item_state = "contvapour"
- matter = list("glass" = 100)
+ matter = list(MATERIAL_GLASS = 100)
brightness_range = 5
brightness_power = 0.75
brightness_color = LIGHT_COLOR_TUNGSTEN
@@ -103,7 +103,7 @@
desc = "A replacement fire bulb."
icon_state = "flight"
item_state = "egg_red"
- matter = list("glass" = 100)
+ matter = list(MATERIAL_GLASS = 100)
brightness_range = 8
brightness_power = 0.8
randomize_range = FALSE
diff --git a/code/modules/projectiles/ammunition/boxes.dm b/code/modules/projectiles/ammunition/boxes.dm
index 7e65f07b026..209e4ac7b25 100644
--- a/code/modules/projectiles/ammunition/boxes.dm
+++ b/code/modules/projectiles/ammunition/boxes.dm
@@ -32,7 +32,7 @@
/obj/item/ammo_magazine/c38/emp
name = "speed loader (.38 haywire)"
ammo_type = /obj/item/ammo_casing/c38/emp
- matter = list(DEFAULT_WALL_MATERIAL = 360, "uranium" = 600)
+ matter = list(DEFAULT_WALL_MATERIAL = 360, MATERIAL_URANIUM = 600)
/obj/item/ammo_magazine/c45
name = "ammunition Box (.45)"
@@ -381,7 +381,7 @@
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/shotgun
max_ammo = 8
- matter = list("metal" = 2880)
+ matter = list(MATERIAL_STEEL = 2880)
multiple_sprites = 1
/obj/item/ammo_magazine/assault_shotgun/shells
@@ -399,7 +399,7 @@
name = "magazine (stun shells)"
icon_state = "csms"
ammo_type = /obj/item/ammo_casing/shotgun/stunshell
- matter = list(DEFAULT_WALL_MATERIAL = 2880, "glass" = 5760)
+ matter = list(DEFAULT_WALL_MATERIAL = 2880, MATERIAL_GLASS = 5760)
/obj/item/ammo_magazine/minigun
name = "minigun magazine box (7.62mm)"
diff --git a/code/modules/projectiles/ammunition/bullets.dm b/code/modules/projectiles/ammunition/bullets.dm
index b37e0095327..4d23dc141e1 100644
--- a/code/modules/projectiles/ammunition/bullets.dm
+++ b/code/modules/projectiles/ammunition/bullets.dm
@@ -34,7 +34,7 @@
desc = "A .38 bullet casing fitted with a single-use ion pulse generator."
projectile_type = /obj/item/projectile/ion/small
icon_state = "empcasing"
- matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
+ matter = list(DEFAULT_WALL_MATERIAL = 130, MATERIAL_URANIUM = 100)
/obj/item/ammo_casing/trod
desc = "hyperdense tungsten rod residue."
@@ -125,7 +125,7 @@
icon_state = "pshell"
spent_icon = "pshell-spent"
projectile_type = /obj/item/projectile/bullet/shotgun/practice
- matter = list("metal" = 90)
+ matter = list(MATERIAL_STEEL = 90)
/obj/item/ammo_casing/shotgun/beanbag
name = "beanbag shell"
@@ -143,7 +143,7 @@
icon_state = "stunshell"
spent_icon = "stunshell-spent"
projectile_type = /obj/item/projectile/energy/electrode/stunshot
- matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720)
+ matter = list(DEFAULT_WALL_MATERIAL = 360, MATERIAL_GLASS = 720)
/obj/item/ammo_casing/shotgun/stunshell/emp_act(severity)
if(prob(100/severity)) BB = null
@@ -156,7 +156,7 @@
icon_state = "fshell"
spent_icon = "fshell-spent"
projectile_type = /obj/item/projectile/energy/flash/flare
- matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90)
+ matter = list(DEFAULT_WALL_MATERIAL = 90, MATERIAL_GLASS = 90)
/obj/item/ammo_casing/shotgun/incendiary
name = "incendiary shell"
@@ -172,7 +172,7 @@
icon_state = "empshell"
spent_icon = "empshell-spent"
projectile_type = /obj/item/projectile/ion
- matter = list(DEFAULT_WALL_MATERIAL = 260, "uranium" = 200)
+ matter = list(DEFAULT_WALL_MATERIAL = 260, MATERIAL_URANIUM = 200)
/obj/item/ammo_casing/tranq
name = "PPS shell"
diff --git a/code/modules/projectiles/guns/launcher/crossbow.dm b/code/modules/projectiles/guns/launcher/crossbow.dm
index 305b7b5bbce..42229db4d76 100644
--- a/code/modules/projectiles/guns/launcher/crossbow.dm
+++ b/code/modules/projectiles/guns/launcher/crossbow.dm
@@ -265,7 +265,7 @@
else
to_chat(user, "You need at least five segments of cable coil to complete this task.")
return
- else if(istype(W,/obj/item/stack/material) && W.get_material_name() == "plastic")
+ else if(istype(W,/obj/item/stack/material) && W.get_material_name() == MATERIAL_PLASTIC)
if(buildstate == 3)
var/obj/item/stack/material/P = W
if(P.use(3))
diff --git a/code/modules/projectiles/guns/launcher/syringe_gun.dm b/code/modules/projectiles/guns/launcher/syringe_gun.dm
index fd3c76db2bb..a3c8a3146a1 100644
--- a/code/modules/projectiles/guns/launcher/syringe_gun.dm
+++ b/code/modules/projectiles/guns/launcher/syringe_gun.dm
@@ -4,7 +4,7 @@
icon = 'icons/obj/ammo.dmi'
icon_state = "syringe-cartridge"
var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
- matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375)
+ matter = list(DEFAULT_WALL_MATERIAL = 125, MATERIAL_GLASS = 375)
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_EARS
throwforce = 3
diff --git a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm
index 5b577484d58..13d2b371256 100644
--- a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm
+++ b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm
@@ -198,7 +198,7 @@
fallback_specific_heat = 0.241
/datum/reagent/uranium
- name ="Uranium"
+ name = "Uranium"
id = "uranium"
description = "A silvery-white metallic chemical element in the actinide series, weakly radioactive."
reagent_state = SOLID
diff --git a/code/modules/reagents/Chemistry-Recipes.dm b/code/modules/reagents/Chemistry-Recipes.dm
index dd82164ef14..3c5cc9533f7 100644
--- a/code/modules/reagents/Chemistry-Recipes.dm
+++ b/code/modules/reagents/Chemistry-Recipes.dm
@@ -1884,7 +1884,7 @@
name = "Goldschlager"
id = "goldschlager"
result = "goldschlager"
- required_reagents = list("vodka" = 10, "gold" = 1)
+ required_reagents = list("vodka" = 10, MATERIAL_GOLD = 1)
mix_message = null
reaction_sound = 'sound/effects/pour.ogg'
result_amount = 10
@@ -1893,7 +1893,7 @@
name = "Patron"
id = "patron"
result = "patron"
- required_reagents = list("tequilla" = 10, "silver" = 1)
+ required_reagents = list("tequilla" = 10, MATERIAL_SILVER = 1)
result_amount = 10
/datum/chemical_reaction/drink/bilk
@@ -3386,7 +3386,7 @@
name = "Transmutation: Gold"
id = "transmutation_gold"
result = null
- required_reagents = list("aluminum" = 5, "silver" = 5)
+ required_reagents = list("aluminum" = 5, MATERIAL_SILVER = 5)
catalysts = list("philosopher_stone" = 1)
result_amount = 1
@@ -3400,7 +3400,7 @@
name = "Transmutation: Diamond"
id = "transmutation_diamond"
result = null
- required_reagents = list("carbon" = 5, "gold" = 5)
+ required_reagents = list("carbon" = 5, MATERIAL_GOLD = 5)
catalysts = list("philosopher_stone" = 1)
result_amount = 1
diff --git a/code/modules/reagents/reagent_containers/food/drinks/bottle.dm b/code/modules/reagents/reagent_containers/food/drinks/bottle.dm
index e1cc86aab60..d24c28327c5 100644
--- a/code/modules/reagents/reagent_containers/food/drinks/bottle.dm
+++ b/code/modules/reagents/reagent_containers/food/drinks/bottle.dm
@@ -15,7 +15,7 @@
item_state = "broken_beer" //Generic held-item sprite until unique ones are made.
force = 5
var/smash_duration = 5 //Directly relates to the 'weaken' duration. Lowered by armor (i.e. helmets)
- matter = list("glass" = 800)
+ matter = list(MATERIAL_GLASS = 800)
var/obj/item/reagent_containers/glass/rag/rag = null
var/rag_underlay = "rag"
diff --git a/code/modules/reagents/reagent_containers/food/drinks/drinkingglass.dm b/code/modules/reagents/reagent_containers/food/drinks/drinkingglass.dm
index 05dca3bebea..20624d9cc7f 100644
--- a/code/modules/reagents/reagent_containers/food/drinks/drinkingglass.dm
+++ b/code/modules/reagents/reagent_containers/food/drinks/drinkingglass.dm
@@ -8,7 +8,7 @@
volume = 30
unacidable = 1 //glass
center_of_mass = list("x"=16, "y"=10)
- matter = list("glass" = 300)
+ matter = list(MATERIAL_GLASS = 300)
on_reagent_change()
/*if(reagents.reagent_list.len > 1 )
diff --git a/code/modules/reagents/reagent_containers/food/drinks/jar.dm b/code/modules/reagents/reagent_containers/food/drinks/jar.dm
index 74c2cbc2ae9..c0cccb1c7ea 100644
--- a/code/modules/reagents/reagent_containers/food/drinks/jar.dm
+++ b/code/modules/reagents/reagent_containers/food/drinks/jar.dm
@@ -5,7 +5,7 @@
desc = "A glass jar. You can put the lid back on and use it for other things."
icon = 'icons/obj/drinks.dmi'
icon_state = "jar"
- matter = list("glass" = 5000)
+ matter = list(MATERIAL_GLASS = 5000)
center_of_mass = list("x"=15, "y"=8)
w_class = 3.0
amount_per_transfer_from_this = 20
diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm
index e77b87402a0..e68c661ad4c 100644
--- a/code/modules/reagents/reagent_containers/glass.dm
+++ b/code/modules/reagents/reagent_containers/glass.dm
@@ -96,7 +96,7 @@
icon_state = "beaker"
item_state = "beaker"
center_of_mass = list("x" = 15,"y" = 11)
- matter = list("glass" = 500)
+ matter = list(MATERIAL_GLASS = 500)
drop_sound = 'sound/items/drop/glass.ogg'
fragile = 4
@@ -149,7 +149,7 @@
desc = "A large beaker."
icon_state = "beakerlarge"
center_of_mass = list("x" = 16,"y" = 11)
- matter = list("glass" = 5000)
+ matter = list(MATERIAL_GLASS = 5000)
volume = 120
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,60,120)
@@ -175,7 +175,7 @@
desc = "A cryostasis beaker that allows for chemical storage without reactions."
icon_state = "beakernoreact"
center_of_mass = list("x" = 16,"y" = 13)
- matter = list("glass" = 500)
+ matter = list(MATERIAL_GLASS = 500)
volume = 60
amount_per_transfer_from_this = 10
flags = OPENCONTAINER | NOREACT
@@ -186,7 +186,7 @@
desc = "A bluespace beaker, powered by experimental bluespace technology."
icon_state = "beakerbluespace"
center_of_mass = list("x" = 16,"y" = 11)
- matter = list("glass" = 5000)
+ matter = list(MATERIAL_GLASS = 5000)
volume = 300
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,60,120,300)
@@ -198,7 +198,7 @@
desc = "A small glass vial."
icon_state = "vial"
center_of_mass = list("x" = 15,"y" = 9)
- matter = list("glass" = 250)
+ matter = list(MATERIAL_GLASS = 250)
volume = 30
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25)
diff --git a/code/modules/reagents/reagent_containers/hypospray.dm b/code/modules/reagents/reagent_containers/hypospray.dm
index bb7a0f9db82..b28d42ff9c1 100644
--- a/code/modules/reagents/reagent_containers/hypospray.dm
+++ b/code/modules/reagents/reagent_containers/hypospray.dm
@@ -20,7 +20,7 @@
var/armorcheck = 1
var/time = 3 SECONDS
var/image/filling //holds a reference to the current filling overlay
- matter = list("glass" = 400, DEFAULT_WALL_MATERIAL = 200)
+ matter = list(MATERIAL_GLASS = 400, DEFAULT_WALL_MATERIAL = 200)
/obj/item/reagent_containers/hypospray/Initialize()
. = ..()
diff --git a/code/modules/reagents/reagent_containers/inhaler.dm b/code/modules/reagents/reagent_containers/inhaler.dm
index 5ce43e5abbd..840d415e386 100644
--- a/code/modules/reagents/reagent_containers/inhaler.dm
+++ b/code/modules/reagents/reagent_containers/inhaler.dm
@@ -17,7 +17,7 @@
slot_flags = SLOT_BELT
center_of_mass = null
var/used = FALSE
- matter = list("glass" = 400, DEFAULT_WALL_MATERIAL = 200)
+ matter = list(MATERIAL_GLASS = 400, DEFAULT_WALL_MATERIAL = 200)
/obj/item/reagent_containers/inhaler/Initialize()
. =..()
diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm
index 4bd6555438d..8072039607f 100644
--- a/code/modules/reagents/reagent_containers/syringes.dm
+++ b/code/modules/reagents/reagent_containers/syringes.dm
@@ -13,7 +13,7 @@
item_state = "syringe_0"
icon_state = "0"
center_of_mass = list("x" = 16,"y" = 14)
- matter = list("glass" = 150)
+ matter = list(MATERIAL_GLASS = 150)
amount_per_transfer_from_this = 5
possible_transfer_amounts = null
volume = 15
diff --git a/code/modules/recycling/sortingmachinery.dm b/code/modules/recycling/sortingmachinery.dm
index 2653618a19a..b684f5ab4f5 100755
--- a/code/modules/recycling/sortingmachinery.dm
+++ b/code/modules/recycling/sortingmachinery.dm
@@ -236,7 +236,7 @@
desc = "Used to set the destination of properly wrapped packages."
icon_state = "dest_tagger"
var/currTag = 0
- matter = list(DEFAULT_WALL_MATERIAL = 250, "glass" = 140)
+ matter = list(DEFAULT_WALL_MATERIAL = 250, MATERIAL_GLASS = 140)
w_class = 2
item_state = "electronic"
flags = CONDUCT
diff --git a/code/modules/research/circuitprinter.dm b/code/modules/research/circuitprinter.dm
index 54c3f188292..ba10cbe5dee 100644
--- a/code/modules/research/circuitprinter.dm
+++ b/code/modules/research/circuitprinter.dm
@@ -9,7 +9,7 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
icon_state = "circuit_imprinter"
flags = OPENCONTAINER
- var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "gold" = 0, "silver" = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0)
+ var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0, MATERIAL_GOLD = 0, MATERIAL_SILVER = 0, MATERIAL_PHORON = 0, MATERIAL_URANIUM = 0, MATERIAL_DIAMOND = 0)
var/list/datum/design/queue = list()
var/progress = 0
diff --git a/code/modules/research/designs.dm b/code/modules/research/designs.dm
index 96b4100f766..7ec21de0601 100644
--- a/code/modules/research/designs.dm
+++ b/code/modules/research/designs.dm
@@ -70,7 +70,7 @@ other types of metals and chemistry for reagents).
desc = "Produce additional disks for storing device designs."
id = "design_disk"
req_tech = list(TECH_DATA = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10)
+ materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10)
build_path = /obj/item/disk/design_disk
sort_string = "GAAAA"
@@ -79,7 +79,7 @@ other types of metals and chemistry for reagents).
desc = "Produce additional disks for storing technology data."
id = "tech_disk"
req_tech = list(TECH_DATA = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10)
+ materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10)
build_path = /obj/item/disk/tech_disk
sort_string = "GAAAB"
@@ -88,12 +88,12 @@ other types of metals and chemistry for reagents).
desc = "Produce additional disks for storing flora data."
id = "flora_disk"
req_tech = list(TECH_DATA = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10)
+ materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10)
build_path = /obj/item/disk/botany
sort_string = "GAAAC"
/datum/design/item/hud
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
/datum/design/item/hud/AssembleDesignName()
..()
@@ -121,7 +121,7 @@ other types of metals and chemistry for reagents).
desc = "Using the meson-scanning technology those glasses allow you to see through walls, floor or anything else."
id = "mesons"
req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
build_path = /obj/item/clothing/glasses/meson
sort_string = "GAAAC"
@@ -131,7 +131,7 @@ other types of metals and chemistry for reagents).
desc = "An advanced drill designed to be faster than other drills."
id = "powerdrill"
req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 60, "glass" = 50)
+ materials = list(DEFAULT_WALL_MATERIAL = 60, MATERIAL_GLASS = 50)
build_path = /obj/item/powerdrill
sort_string = "GAAAD"
@@ -140,10 +140,10 @@ other types of metals and chemistry for reagents).
///////////////////////////////////
/datum/design/circuit/shield
req_tech = list(TECH_BLUESPACE = 4, TECH_PHORON = 3)
- materials = list("glass" = 2000, "sacid" = 20, "phoron" = 10000, "diamond" = 5000, "gold" = 10000)
+ materials = list(MATERIAL_GLASS = 2000, "sacid" = 20, MATERIAL_PHORON = 10000, MATERIAL_DIAMOND = 5000, MATERIAL_GOLD = 10000)
/datum/design/item/implant
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
/datum/design/item/implant/AssembleDesignName()
..()
@@ -177,7 +177,7 @@ other types of metals and chemistry for reagents).
desc = "The most advanced tool in a custodian's arsenal, complete with a condenser for self-wetting! Just think of all the viscera you will clean up with this!"
id = "advmop"
build_type = PROTOLATHE
- materials = list(DEFAULT_WALL_MATERIAL = 2500, "glass" = 200)
+ materials = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 200)
build_path = /obj/item/mop/advanced
sort_string = "VAAAI"
@@ -186,7 +186,7 @@ other types of metals and chemistry for reagents).
desc = "An advanced trash bag with bluespace properties; capable of holding a plethora of garbage."
id = "blutrash"
build_type = PROTOLATHE
- materials = list("gold" = 1500, "uranium" = 250, "phoron" = 1500)
+ materials = list(MATERIAL_GOLD = 1500, MATERIAL_URANIUM = 250, MATERIAL_PHORON = 1500)
build_path = /obj/item/storage/bag/trash/bluespace
sort_string = "VAAAJ"
@@ -204,7 +204,7 @@ other types of metals and chemistry for reagents).
id = "mmi"
req_tech = list(TECH_DATA = 2, TECH_BIO = 3)
build_type = PROTOLATHE | MECHFAB
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500)
build_path = /obj/item/device/mmi
category = "Misc"
sort_string = "VACBA"
@@ -214,7 +214,7 @@ other types of metals and chemistry for reagents).
id = "mmi_radio"
req_tech = list(TECH_DATA = 2, TECH_BIO = 4)
build_type = PROTOLATHE | MECHFAB
- materials = list(DEFAULT_WALL_MATERIAL = 1200, "glass" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 1200, MATERIAL_GLASS = 500)
build_path = /obj/item/device/mmi/radio_enabled
category = "Misc"
sort_string = "VACBB"
@@ -223,7 +223,7 @@ other types of metals and chemistry for reagents).
name = "Bluespace tracking beacon design"
id = "beacon"
req_tech = list(TECH_BLUESPACE = 1)
- materials = list (DEFAULT_WALL_MATERIAL = 20, "glass" = 10)
+ materials = list (DEFAULT_WALL_MATERIAL = 20, MATERIAL_GLASS = 10)
build_path = /obj/item/device/radio/beacon
sort_string = "VADAA"
@@ -232,7 +232,7 @@ other types of metals and chemistry for reagents).
desc = "Using localized pockets of bluespace this bag prototype offers incredible storage capacity with the contents weighting nothing. It's a shame the bag itself is pretty heavy."
id = "bag_holding"
req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6)
- materials = list("gold" = 3000, "diamond" = 1500, "uranium" = 250)
+ materials = list(MATERIAL_GOLD = 3000, MATERIAL_DIAMOND = 1500, MATERIAL_URANIUM = 250)
build_path = /obj/item/storage/backpack/holding
sort_string = "VAEAA"
@@ -241,7 +241,7 @@ other types of metals and chemistry for reagents).
desc = "An artificially made bluespace crystal."
id = "bluespace_crystal"
req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6)
- materials = list("gold" = 1500, "diamond" = 1500, "phoron" = 1500)
+ materials = list(MATERIAL_GOLD = 1500, MATERIAL_DIAMOND = 1500, MATERIAL_PHORON = 1500)
build_path = /obj/item/bluespace_crystal/artificial
sort_string = "VAFAA"
@@ -250,7 +250,7 @@ other types of metals and chemistry for reagents).
desc = "Allows for deciphering the binary channel on-the-fly."
id = "binaryencrypt"
req_tech = list(TECH_ILLEGAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 300, "glass" = 300)
+ materials = list(DEFAULT_WALL_MATERIAL = 300, MATERIAL_GLASS = 300)
build_path = /obj/item/device/encryptionkey/binary
sort_string = "VASAA"
@@ -259,14 +259,14 @@ other types of metals and chemistry for reagents).
desc = "Cheaper than whiny non-digital assistants."
id = "pda"
req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
build_path = /obj/item/device/pda
sort_string = "VAAAA"
// Cartridges
/datum/design/item/pda_cartridge
req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
/datum/design/item/pda_cartridge/AssembleDesignName()
..()
@@ -352,7 +352,7 @@ other types of metals and chemistry for reagents).
name = "Custom wirer tool"
id = "wirer"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500)
build_path = /obj/item/device/integrated_electronics/wirer
sort_string = "VBVAA"
@@ -360,7 +360,7 @@ other types of metals and chemistry for reagents).
name = "Custom circuit debugger tool"
id = "debugger"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500)
build_path = /obj/item/device/integrated_electronics/debugger
sort_string = "VBVAB"
@@ -440,7 +440,7 @@ other types of metals and chemistry for reagents).
name = "Pin extraction device"
id = "pin_extractor"
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_MAGNET = 4, TECH_ILLEGAL = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500)
build_path = /obj/item/device/pin_extractor
sort_string = "VCBAA"
@@ -449,7 +449,7 @@ other types of metals and chemistry for reagents).
desc = "A hand-held plant scanner for hydroponicists and xenobotanists."
id = "plant_analyzer"
req_tech = list(TECH_MAGNET = 2, TECH_BIO = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 80,"glass" = 20)
+ materials = list(DEFAULT_WALL_MATERIAL = 80, MATERIAL_GLASS = 20)
build_path = /obj/item/device/analyzer/plant_analyzer
sort_string = "VCBAB"
@@ -457,6 +457,6 @@ other types of metals and chemistry for reagents).
name = "implanter"
desc = "A specialized syringe for inserting implants to subjects."
req_tech = list(TECH_BIO = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 320, "glass" = 800)
+ materials = list(DEFAULT_WALL_MATERIAL = 320, MATERIAL_GLASS = 800)
build_path = /obj/item/implanter
sort_string = "VCBAC"
diff --git a/code/modules/research/designs/AI_modules_designs.dm b/code/modules/research/designs/AI_modules_designs.dm
index c276e94e9d3..8261cc377b1 100644
--- a/code/modules/research/designs/AI_modules_designs.dm
+++ b/code/modules/research/designs/AI_modules_designs.dm
@@ -3,7 +3,7 @@
////////////////////////////////////////
/datum/design/aimodule
build_type = IMPRINTER
- materials = list("glass" = 2000, "gold" = 100)
+ materials = list(MATERIAL_GLASS = 2000, MATERIAL_GOLD = 100)
/datum/design/aimodule/AssembleDesignName()
name = "AI module design ([name])"
@@ -114,7 +114,7 @@
name = "'pAI', personal artificial intelligence device"
id = "paicard"
req_tech = list(TECH_DATA = 2)
- materials = list("glass" = 500, DEFAULT_WALL_MATERIAL = 500)
+ materials = list(MATERIAL_GLASS = 500, DEFAULT_WALL_MATERIAL = 500)
build_path = /obj/item/device/paicard
sort_string = "VABAI"
@@ -123,6 +123,6 @@
desc = "Allows for the construction of an intelliCard."
id = "intellicard"
req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 4)
- materials = list("glass" = 1000, "gold" = 200)
+ materials = list(MATERIAL_GLASS = 1000, MATERIAL_GOLD = 200)
build_path = /obj/item/aicard
sort_string = "VACAA"
\ No newline at end of file
diff --git a/code/modules/research/designs/circuit_designs.dm b/code/modules/research/designs/circuit_designs.dm
index aeac21c8894..6a1ce2613d2 100644
--- a/code/modules/research/designs/circuit_designs.dm
+++ b/code/modules/research/designs/circuit_designs.dm
@@ -5,7 +5,7 @@
/datum/design/circuit
build_type = IMPRINTER
req_tech = list(TECH_DATA = 2)
- materials = list("glass" = 2000)
+ materials = list(MATERIAL_GLASS = 2000)
chemicals = list("sacid" = 20)
/datum/design/circuit/AssembleDesignName()
@@ -406,7 +406,7 @@
/datum/design/circuit/shield
req_tech = list(TECH_BLUESPACE = 4, TECH_PHORON = 3)
- materials = list("glass" = 2000, "gold" = 1000)
+ materials = list(MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000)
/datum/design/circuit/shield/AssembleDesignName()
name = "Shield generator circuit design ([name])"
diff --git a/code/modules/research/designs/mechfab/hardsuit/modules.dm b/code/modules/research/designs/mechfab/hardsuit/modules.dm
index 7e7fec2c0fa..abf8f6d0144 100644
--- a/code/modules/research/designs/mechfab/hardsuit/modules.dm
+++ b/code/modules/research/designs/mechfab/hardsuit/modules.dm
@@ -8,7 +8,7 @@
desc = "An integrated intelligence system module suitable for most hardsuits."
id = "iis_module"
req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 3)
- materials = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 5000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 7500)
build_path = /obj/item/rig_module/ai_container
/datum/design/hardsuitmodules/sink_module
@@ -16,7 +16,7 @@
desc = "An heavy-duty power sink suitable for hardsuits."
id = "power_sink_module"
req_tech = list(TECH_POWER = 4, TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_ILLEGAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "gold"= 2000, "silver"= 3000, "glass"= 2000)
+ materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GOLD = 2000, MATERIAL_SILVER = 3000, MATERIAL_GLASS = 2000)
build_path = /obj/item/rig_module/power_sink
/datum/design/hardsuitmodules/meson_module
@@ -24,7 +24,7 @@
desc = "A layered, translucent visor system for a hardsuit."
id = "meson_module"
req_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 2, TECH_ENGINEERING = 3)
- materials = list("glass"= 5000, DEFAULT_WALL_MATERIAL= 1500)
+ materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000)
build_path = /obj/item/rig_module/vision/meson
/datum/design/hardsuitmodules/sechud_module
@@ -32,7 +32,7 @@
desc = "A simple tactical information system for a hardsuit."
id = "sechud_module"
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3)
- materials = list("glass" = 5000, DEFAULT_WALL_MATERIAL =1500)
+ materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000)
build_path = /obj/item/rig_module/vision/sechud
/datum/design/hardsuitmodules/medhud_module
@@ -40,7 +40,7 @@
desc = "A simple medical status indicator for a hardsuit."
id = "medhu_module"
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3)
- materials = list("glass"= 5000, DEFAULT_WALL_MATERIAL =1500)
+ materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000)
build_path = /obj/item/rig_module/vision/medhud
/datum/design/hardsuitmodules/nvg_module
@@ -48,7 +48,7 @@
desc = "A multi input night vision system for a hardsuit."
id = "nvg_module"
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 3, TECH_MAGNET = 4)
- materials = list("glass" = 5000, DEFAULT_WALL_MATERIAL = 1500, "uranium" = 5000)
+ materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 5000, MATERIAL_URANIUM = 5000)
build_path = /obj/item/rig_module/vision/nvg
/datum/design/hardsuitmodules/healthscanner_module
@@ -56,7 +56,7 @@
desc = "A hardsuit-mounted health scanner."
id = "healthscanner_module"
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2)
- materials = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 2500)
+ materials = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 5250)
build_path = /obj/item/rig_module/device/healthscanner
/datum/design/hardsuitmodules/chem_module
@@ -64,7 +64,7 @@
desc = "A complex web of tubing and a large needle suitable for hardsuit use."
id = "chem_module"
req_tech = list(TECH_BIO = 5, TECH_MATERIAL = 4, TECH_DATA = 3, TECH_PHORON = 2)
- materials = list("glass" = 9250, DEFAULT_WALL_MATERIAL = 10000, "gold" = 2500, "silver" = 4250, "phoron" = 5500)
+ materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 9250, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 4250, MATERIAL_PHORON = 5500)
build_path = /obj/item/rig_module/chem_dispenser/injector
/datum/design/hardsuitmodules/plasmacutter_module
@@ -72,7 +72,7 @@
desc = "A self-sustaining plasma arc capable of cutting through walls."
id = "plasmacutter_module"
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_PHORON = 4)
- materials = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 30000, "silver" = 5250, "phoron" = 7250)
+ materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 5250, MATERIAL_SILVER = 5250, MATERIAL_PHORON = 7250)
build_path = /obj/item/rig_module/mounted/plasmacutter
/datum/design/hardsuitmodules/jet_module
@@ -80,7 +80,7 @@
desc = "A compact gas thruster system for a hardsuit."
id = "jet_module"
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_POWER = 2)
- materials = list("glass" = 4250, DEFAULT_WALL_MATERIAL = 15000, "silver" = 4250,"uranium" = 5250)
+ materials = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 4250, MATERIAL_SILVER = 4250, MATERIAL_URANIUM = 5250)
build_path = /obj/item/rig_module/maneuvering_jets
/datum/design/hardsuitmodules/drill_module
@@ -88,7 +88,7 @@
desc = "A very heavy diamond-tipped drill."
id = "drill_module"
req_tech = list(TECH_ENGINEERING = 5, TECH_MATERIAL = 5, TECH_POWER = 4, TECH_MAGNET = 4)
- materials = list("glass" = 2250, DEFAULT_WALL_MATERIAL = 55000, "silver" = 5250, "diamond" = 3750)
+ materials = list(DEFAULT_WALL_MATERIAL = 55000, MATERIAL_GLASS = 2250, MATERIAL_SILVER = 5250, MATERIAL_DIAMOND = 3750)
build_path = /obj/item/rig_module/device/drill
/datum/design/hardsuitmodules/rfd_c_module
@@ -96,7 +96,7 @@
desc = "A cell-powered Rapid-Fabrication-Device C-Class for a hardsuit."
id = "rcd_module"
req_tech = list(TECH_ENGINEERING = 6, TECH_MATERIAL = 5, TECH_POWER = 5, TECH_BLUESPACE = 4)
- materials = list(DEFAULT_WALL_MATERIAL= 30000, "phoron" = 12500, "silver" = 10000, "gold" = 10000)
+ materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_PHORON = 12500, MATERIAL_SILVER = 10000, MATERIAL_GOLD = 10000)
build_path = /obj/item/rig_module/device/rfd_c
/datum/design/hardsuitmodules/actuators_module
@@ -104,7 +104,7 @@
desc = "A set of electromechanical actuators, for safe traversal of multilevelled areas."
id = "actuators_module"
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 4, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 85000, "glass" = 1250, "silver" = 5250, "gold" = 2750)
+ materials = list(DEFAULT_WALL_MATERIAL = 85000, MATERIAL_GLASS = 1250, MATERIAL_SILVER = 5250, MATERIAL_GOLD = 2750)
build_path = /obj/item/rig_module/actuators
/datum/design/hardsuitmodules/taser_module
@@ -112,7 +112,7 @@
desc = "A palm-mounted nonlethal energy projector."
id = "taser_module"
req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_COMBAT = 3, TECH_MAGNET = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 5250)
+ materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 5250)
build_path = /obj/item/rig_module/mounted/taser
/datum/design/hardsuitmodules/egun_module
@@ -120,7 +120,7 @@
desc = "A forearm-mounted energy projector."
id = "egun_module"
req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 4, TECH_COMBAT = 4, TECH_MAGNET = 3)
- materials = list(DEFAULT_WALL_MATERIAL= 7000, "glass"= 2250, "uranium"= 3250, "gold"= 2500)
+ materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 2250, MATERIAL_URANIUM = 3250, MATERIAL_GOLD = 2500)
build_path = /obj/item/rig_module/mounted/egun
/datum/design/hardsuitmodules/cooling_module
@@ -128,5 +128,5 @@
desc = "A heat sink with liquid cooled radiator."
id = "cooling_module"
req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL= 7000, "glass"= 5500)
- build_path = /obj/item/rig_module/cooling_unit
\ No newline at end of file
+ materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 5500)
+ build_path = /obj/item/rig_module/cooling_unit
diff --git a/code/modules/research/designs/mechfab/hardsuit/rigs.dm b/code/modules/research/designs/mechfab/hardsuit/rigs.dm
index 033dcfa060b..9bdc94bb4fc 100644
--- a/code/modules/research/designs/mechfab/hardsuit/rigs.dm
+++ b/code/modules/research/designs/mechfab/hardsuit/rigs.dm
@@ -1,7 +1,7 @@
/datum/design/rig
build_type = MECHFAB
category = "Hardsuit (Assemblies)"
- materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 12500)
+ materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 12500)
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2, TECH_MAGNET = 3, TECH_POWER = 3)
time = 20
@@ -11,7 +11,7 @@
id = "rig_ce"
build_path = /obj/item/rig_assembly/ce
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 3, TECH_POWER = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 12500, "silver" = 5500, "gold" = 5500, "phoron" = 7550)
+ materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 5500, MATERIAL_GOLD = 5500, MATERIAL_PHORON = 7550)
/datum/design/rig/eva
name = "EVA suit control module assembly"
@@ -30,14 +30,14 @@
desc = "An assembly for Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it."
id = "rig_hazmat"
build_path = /obj/item/rig_assembly/hazmat
- materials = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 25000, "silver" = 5500, "gold" = 5500, "phoron" = 7550)
+ materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 25000, MATERIAL_SILVER = 5500, MATERIAL_GOLD = 5500, MATERIAL_PHORON = 7550)
/datum/design/rig/medical
name = "rescue suit control module assembly"
desc = "An assembly for a durable suit designed for medical rescue in high risk areas."
id = "rig_medical"
build_path = /obj/item/rig_assembly/medical
- materials = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 12500, "silver" = 5500, "gold" = 3500, "phoron" = 7550)
+ materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 5500, MATERIAL_GOLD = 3500, MATERIAL_PHORON = 7550)
/datum/design/rig/hazard
name = "hazard hardsuit control module"
@@ -45,7 +45,7 @@
id = "rig_hazard"
build_path = /obj/item/rig_assembly/combat/hazard
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 3, TECH_POWER = 3, TECH_COMBAT = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 12500, "silver" = 3500, "gold" = 5500)
+ materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 3500, MATERIAL_GOLD = 5500)
/datum/design/rig/combat
name = "combat hardsuit control module assembly"
@@ -53,7 +53,7 @@
id = "rig_combat"
build_path = /obj/item/rig_assembly/combat/combat
req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_MAGNET = 3, TECH_POWER = 3, TECH_COMBAT = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 12500, "silver" = 3500, "gold" = 3500, "uranium" = 5550, "diamond" = 7500)
+ materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_GLASS = 12500, MATERIAL_SILVER = 3500, MATERIAL_GOLD = 3500, MATERIAL_URANIUM = 5550, MATERIAL_DIAMOND = 7500)
/datum/design/rig/hacker
name = "cybersuit control module assembly"
@@ -61,4 +61,4 @@
id = "rig_hacker"
build_path = /obj/item/rig_assembly/combat/illegal/hacker
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 2, TECH_POWER = 3, TECH_COMBAT = 3, TECH_ILLEGAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 12500, "gold" = 2500, "silver" = 3500, "uranium" = 5550)
\ No newline at end of file
+ materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 12500, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 3500, MATERIAL_URANIUM = 5550)
\ No newline at end of file
diff --git a/code/modules/research/designs/mechfab/mechs/designs_exosuits.dm b/code/modules/research/designs/mechfab/mechs/designs_exosuits.dm
index 5a2dbea929c..0cb4e875661 100644
--- a/code/modules/research/designs/mechfab/mechs/designs_exosuits.dm
+++ b/code/modules/research/designs/mechfab/mechs/designs_exosuits.dm
@@ -67,7 +67,7 @@
build_path = /obj/item/robot_parts/robot_component/armor/mech/em
time = 50
req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 12500, "silver" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_SILVER = 1000)
/datum/design/item/mechfab/exosuit/combat_armour
name = "combat exosuit armor"
@@ -75,7 +75,7 @@
build_path = /obj/item/robot_parts/robot_component/armor/mech/combat
time = 50
req_tech = list(TECH_MATERIAL = 4, TECH_COMBAT = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 20000, "diamond" = 5000)
+ materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_DIAMOND = 5000)
/datum/design/item/mechfab/exosuit/control_module
name = "exosuit control module"
@@ -188,7 +188,7 @@
name = "heavy exosuit chassis"
id = "heavy_body"
time = 75
- materials = list(DEFAULT_WALL_MATERIAL = 70000, "uranium" = 10000)
+ materials = list(DEFAULT_WALL_MATERIAL = 70000, MATERIAL_URANIUM = 10000)
build_path = /obj/item/mech_component/chassis/heavy
/datum/design/item/mechfab/exosuit/heavy_arms
@@ -268,7 +268,7 @@
/datum/design/item/mechfab/exosuit/plasma
name = "mounted plasma cutter"
id = "mech_plasma"
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "gold" = 1000, "phoron" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000, MATERIAL_GOLD = 1000, MATERIAL_PHORON = 1000)
req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 4, TECH_ENGINEERING = 3)
build_path = /obj/item/mecha_equipment/mounted_system/plasmacutter
@@ -290,21 +290,21 @@
name = "RFD-C"
id = "mech_rcd"
time = 90
- materials = list(DEFAULT_WALL_MATERIAL = 30000, "phoron" = 25000, "steel" = 15000, "gold" = 15000)
+ materials = list(DEFAULT_WALL_MATERIAL = 30000, MATERIAL_PHORON = 25000, DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GOLD = 15000)
req_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 3, TECH_MAGNET = 4, TECH_POWER = 4, TECH_ENGINEERING = 4)
build_path = /obj/item/mecha_equipment/mounted_system/rfd
/datum/design/item/mechfab/exosuit/floodlight
name = "floodlight"
id = "mech_floodlight"
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 5000)
req_tech = list(TECH_ENGINEERING = 1)
build_path = /obj/item/mecha_equipment/light
/datum/design/item/mechfab/exosuit/sleeper
name = "mounted sleeper"
id = "mech_sleeper"
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 10000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 10000)
build_path = /obj/item/mecha_equipment/sleeper
/datum/design/item/mechfab/exosuit/extinguisher
@@ -318,27 +318,27 @@
id = "xray_gun"
req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 4, TECH_MATERIAL = 5, TECH_ILLEGAL = 3)
build_path = /obj/item/mecha_equipment/mounted_system/xray
- materials = list(DEFAULT_WALL_MATERIAL = 20000, "gold" = 6000, "phoron" = 6000)
+ materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GOLD = 6000, MATERIAL_PHORON = 6000)
/datum/design/item/mechfab/exosuit/flashbang
name = "flashbang launcher"
id = "flashbang_launcher"
req_tech = list(TECH_COMBAT = 3)
build_path = /obj/item/mecha_equipment/mounted_system/grenadeflash
- materials = list(DEFAULT_WALL_MATERIAL = 20000, "gold" = 6000, "phoron" = 6000)
+ materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GOLD = 6000, MATERIAL_PHORON = 6000)
/datum/design/item/mechfab/exosuit/crisisdrone
name = "crisis drone"
id = "crisis_drone"
build_path = /obj/item/mecha_equipment/crisis_drone
req_tech = list(TECH_MAGNET = 3, TECH_DATA = 3, TECH_BIO = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "gold" = 1000, "silver" = 2000, "glass" = 5000)
+ materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GOLD = 1000, MATERIAL_SILVER = 2000, MATERIAL_GLASS = 5000)
/datum/design/item/mechfab/exosuit/analyzer
name = "mounted health analyzer"
id = "mech_analyzer"
req_tech = list(TECH_MAGNET = 2, TECH_BIO = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 5000)
build_path = /obj/item/mecha_equipment/mounted_system/medanalyzer
/datum/design/item/mechfab/exosuit/flaregun
diff --git a/code/modules/research/designs/mechfab/prosthetics/internal.dm b/code/modules/research/designs/mechfab/prosthetics/internal.dm
index d4160cdc25c..9e92d70d068 100644
--- a/code/modules/research/designs/mechfab/prosthetics/internal.dm
+++ b/code/modules/research/designs/mechfab/prosthetics/internal.dm
@@ -1,7 +1,7 @@
/datum/design/item/mechfab/prosthetic/internal
category = "Prosthetic (Internal)"
time = 20
- materials = list(DEFAULT_WALL_MATERIAL = 9000, "glass" = 3000)
+ materials = list(DEFAULT_WALL_MATERIAL = 9000, MATERIAL_GLASS = 3000)
//make sure the printed organ is actually robotic
/datum/design/item/mechfab/prosthetic/internal/Fabricate()
diff --git a/code/modules/research/designs/mechfab/robot/robot.dm b/code/modules/research/designs/mechfab/robot/robot.dm
index 855d358196d..738083192cc 100644
--- a/code/modules/research/designs/mechfab/robot/robot.dm
+++ b/code/modules/research/designs/mechfab/robot/robot.dm
@@ -69,7 +69,7 @@
name = "Synthetic flash"
id = "sflash"
req_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 750)
+ materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 750)
build_path = /obj/item/device/flash/synthetic
/datum/design/item/mechfab/robot/component/binary_communication_device
@@ -106,6 +106,6 @@
name = "Heavy surge prevention module"
desc = "Used to boost prevent damage from EMP. Has limited surge preventions."
id = "borg_surge_module"
- materials = list(DEFAULT_WALL_MATERIAL = 20000, "glass" = 6000, "gold" = 5000, "silver" = 7500) // Should be expensive
+ materials = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 6000, MATERIAL_GOLD = 5000, MATERIAL_SILVER = 7500) // Should be expensive
req_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 2, TECH_MAGNET = 5, TECH_POWER = 5, TECH_ENGINEERING = 4, TECH_COMBAT = 3)
build_path = /obj/item/robot_parts/robot_component/surge
\ No newline at end of file
diff --git a/code/modules/research/designs/mechfab/robot/robot_upgrades.dm b/code/modules/research/designs/mechfab/robot/robot_upgrades.dm
index dca8ba6a12d..06de81cacbd 100644
--- a/code/modules/research/designs/mechfab/robot/robot_upgrades.dm
+++ b/code/modules/research/designs/mechfab/robot/robot_upgrades.dm
@@ -26,21 +26,21 @@
name = "Emergency restart module"
desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online."
id = "borg_restart_module"
- materials = list(DEFAULT_WALL_MATERIAL = 60000, "glass" = 5000)
+ materials = list(DEFAULT_WALL_MATERIAL = 60000, MATERIAL_GLASS = 5000)
build_path = /obj/item/borg/upgrade/restart
/datum/design/item/robot_upgrade/vtec
name = "VTEC module"
desc = "Used to kick in a robot's VTEC systems, increasing their speed."
id = "borg_vtec_module"
- materials = list(DEFAULT_WALL_MATERIAL = 80000, "glass" = 6000, "gold" = 5000)
+ materials = list(DEFAULT_WALL_MATERIAL = 80000, MATERIAL_GLASS = 6000, MATERIAL_GOLD = 5000)
build_path = /obj/item/borg/upgrade/vtec
/datum/design/item/robot_upgrade/jetpack
name = "Jetpack module"
desc = "A carbon dioxide jetpack suitable for low-gravity mining operations."
id = "borg_jetpack_module"
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "phoron" = 15000, "uranium" = 20000)
+ materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_PHORON = 15000, MATERIAL_URANIUM = 20000)
build_path = /obj/item/robot_parts/robot_component/jetpack
/datum/design/item/robot_upgrade/syndicate
@@ -48,5 +48,5 @@
desc = "Allows for the construction of lethal upgrades for cyborgs."
id = "borg_syndicate_module"
req_tech = list(TECH_COMBAT = 4, TECH_ILLEGAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 15000, "diamond" = 10000)
+ materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 15000, MATERIAL_DIAMOND = 10000)
build_path = /obj/item/borg/upgrade/syndicate
\ No newline at end of file
diff --git a/code/modules/research/designs/medical_designs.dm b/code/modules/research/designs/medical_designs.dm
index 32ed82e5b52..9a0f8faaff0 100644
--- a/code/modules/research/designs/medical_designs.dm
+++ b/code/modules/research/designs/medical_designs.dm
@@ -3,7 +3,7 @@
////////////////////////////////////////////
/datum/design/item/medical
- materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20)
+ materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20)
/datum/design/item/medical/AssembleDesignName()
..()
@@ -22,7 +22,7 @@
desc = "A hand-held scanner able to diagnose robotic injuries."
id = "robot_scanner"
req_tech = list(TECH_MAGNET = 3, TECH_BIO = 2, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200)
+ materials = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 200)
build_path = /obj/item/device/robotanalyzer
sort_string = "MACFA"
@@ -71,7 +71,7 @@
desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units."
id = "bluespacebeaker"
req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, "phoron" = 3000, "diamond" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_PHORON = 3000, MATERIAL_DIAMOND = 500)
build_path = /obj/item/reagent_containers/glass/beaker/bluespace
sort_string = "MADAB"
@@ -79,7 +79,7 @@
desc = "A tube of paste containing swarms of repair nanites. Very effective in repairing robotic machinery."
id = "nanopaste"
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000)
+ materials = list(DEFAULT_WALL_MATERIAL = 7000, MATERIAL_GLASS = 7000)
build_path = /obj/item/stack/nanopaste
sort_string = "MBAAA"
@@ -88,7 +88,7 @@
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved."
id = "scalpel_laser1"
req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2, TECH_MAGNET = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500)
+ materials = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500)
build_path = /obj/item/scalpel/laser1
sort_string = "MBBAA"
@@ -97,7 +97,7 @@
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced."
id = "scalpel_laser2"
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 4, TECH_MAGNET = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500)
+ materials = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500, MATERIAL_SILVER = 2500)
build_path = /obj/item/scalpel/laser2
sort_string = "MBBAB"
@@ -106,7 +106,7 @@
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!"
id = "scalpel_laser3"
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2000, "gold" = 1500)
+ materials = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500, MATERIAL_SILVER = 2000, MATERIAL_GOLD = 1500)
build_path = /obj/item/scalpel/laser3
sort_string = "MBBAC"
@@ -115,7 +115,7 @@
desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps."
id = "scalpel_manager"
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 7, TECH_MAGNET = 5, TECH_DATA = 4)
- materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 1500, "gold" = 1500, "diamond" = 750)
+ materials = list (DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500, MATERIAL_SILVER = 1500, MATERIAL_GOLD = 1500, MATERIAL_DIAMOND = 750)
build_path = /obj/item/scalpel/manager
sort_string = "MBBAD"
@@ -124,7 +124,7 @@
desc = "A very basic personal inhaler that directly injects chemicals into the lungs using a basic cartridge aerosol method."
id = "inhaler"
req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 1000)
build_path = /obj/item/personal_inhaler
sort_string = "MBCAA"
@@ -133,7 +133,7 @@
desc = "An improved inhaler design that injects the entirety of the chemicals in the loaded cartridge in a single button press."
id = "inhaler_combat"
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 4, TECH_ENGINEERING = 4 )
- materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 3000, "silver" = 1500)
+ materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 1500)
build_path = /obj/item/personal_inhaler/combat
sort_string = "MBCAB"
@@ -142,7 +142,7 @@
desc = "A small aerosol cartridge that can hold a small amount of chemicals. For use in an inhaler."
id = "inhaler_cartridge_small"
req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500)
build_path = /obj/item/reagent_containers/personal_inhaler_cartridge
sort_string = "MBCAC"
@@ -151,7 +151,7 @@
desc = "A large aerosol cartridge that can hold a decent amount of chemicals. For use in an inhaler."
id = "inhaler_cartridge_large"
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "silver" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500, MATERIAL_SILVER = 500)
build_path = /obj/item/reagent_containers/personal_inhaler_cartridge/large
sort_string = "MBCAD"
@@ -160,6 +160,6 @@
desc = "A bluespace aerosol cartridge that can hold a robust amount of chemicals. For use in an inhaler."
id = "inhaler_cartridge_bluespace"
req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 6, TECH_BIO = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, "phoron" = 3000, "diamond" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_PHORON = 3000, MATERIAL_DIAMOND = 500)
build_path = /obj/item/reagent_containers/personal_inhaler_cartridge/bluespace
sort_string = "MBCAE"
\ No newline at end of file
diff --git a/code/modules/research/designs/mining_designs.dm b/code/modules/research/designs/mining_designs.dm
index 42e65206231..0393cadc021 100644
--- a/code/modules/research/designs/mining_designs.dm
+++ b/code/modules/research/designs/mining_designs.dm
@@ -9,35 +9,35 @@
desc = "A hand-held environmental scanner which reports current gas levels."
id = "analyzer"
req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
+ materials = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 20)
build_path = /obj/item/device/analyzer
sort_string = "KCAAC"
/datum/design/item/weapon/mining/jackhammer
id = "jackhammer"
req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "silver" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 500, MATERIAL_SILVER = 500)
build_path = /obj/item/pickaxe/jackhammer
sort_string = "KAAAA"
/datum/design/item/weapon/mining/drill
id = "drill"
req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1000) //expensive, but no need for miners.
+ materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_GLASS = 1000) //expensive, but no need for miners.
build_path = /obj/item/pickaxe/drill
sort_string = "KAAAB"
/datum/design/item/weapon/mining/plasmacutter
id = "plasmacutter"
req_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 500, "gold" = 500, "phoron" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 1500, MATERIAL_GLASS = 500, MATERIAL_GOLD = 500, MATERIAL_PHORON = 500)
build_path = /obj/item/gun/energy/plasmacutter
sort_string = "KAAAC"
/datum/design/item/weapon/mining/pick_diamond
id = "pick_diamond"
req_tech = list(TECH_MATERIAL = 6)
- materials = list("diamond" = 3000)
+ materials = list(MATERIAL_DIAMOND = 3000)
build_path = /obj/item/pickaxe/diamond
sort_string = "KAAAD"
@@ -56,7 +56,7 @@ datum/design/circuit/telepad
/datum/design/item/weapon/mining/drill_diamond
id = "drill_diamond"
req_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000, "diamond" = 2000)
+ materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 1000, MATERIAL_DIAMOND = 2000)
build_path = /obj/item/pickaxe/diamonddrill
sort_string = "KAAAE"
diff --git a/code/modules/research/designs/modular_computer_designs.dm b/code/modules/research/designs/modular_computer_designs.dm
index 063f44f94b7..bd2e7446686 100644
--- a/code/modules/research/designs/modular_computer_designs.dm
+++ b/code/modules/research/designs/modular_computer_designs.dm
@@ -8,7 +8,7 @@
id = "hdd_basic"
req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1)
build_type = PROTOLATHE
- materials = list(DEFAULT_WALL_MATERIAL = 400, "glass" = 100)
+ materials = list(DEFAULT_WALL_MATERIAL = 400, MATERIAL_GLASS = 100)
build_path = /obj/item/computer_hardware/hard_drive/
sort_string = "VBAAA"
@@ -17,7 +17,7 @@
id = "hdd_advanced"
req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2)
build_type = PROTOLATHE
- materials = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200)
+ materials = list(DEFAULT_WALL_MATERIAL = 800, MATERIAL_GLASS = 200)
build_path = /obj/item/computer_hardware/hard_drive/advanced
sort_string = "VBAAB"
@@ -26,7 +26,7 @@
id = "hdd_super"
req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
build_type = PROTOLATHE
- materials = list(DEFAULT_WALL_MATERIAL = 1600, "glass" = 400)
+ materials = list(DEFAULT_WALL_MATERIAL = 1600, MATERIAL_GLASS = 400)
build_path = /obj/item/computer_hardware/hard_drive/super
sort_string = "VBAAC"
@@ -35,7 +35,7 @@
id = "hdd_cluster"
req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4)
build_type = PROTOLATHE
- materials = list(DEFAULT_WALL_MATERIAL = 3200, "glass" = 800)
+ materials = list(DEFAULT_WALL_MATERIAL = 3200, MATERIAL_GLASS = 800)
build_path = /obj/item/computer_hardware/hard_drive/cluster
sort_string = "VBAAD"
@@ -44,7 +44,7 @@
id = "hdd_small"
req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2)
build_type = PROTOLATHE
- materials = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200)
+ materials = list(DEFAULT_WALL_MATERIAL = 800, MATERIAL_GLASS = 200)
build_path = /obj/item/computer_hardware/hard_drive/small
sort_string = "VBAAE"
@@ -53,7 +53,7 @@
id = "hdd_micro"
req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1)
build_type = PROTOLATHE
- materials = list(DEFAULT_WALL_MATERIAL = 400, "glass" = 100)
+ materials = list(DEFAULT_WALL_MATERIAL = 400, MATERIAL_GLASS = 100)
build_path = /obj/item/computer_hardware/hard_drive/micro
sort_string = "VBAAF"
@@ -63,7 +63,7 @@
id = "netcard_basic"
req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 1)
build_type = IMPRINTER
- materials = list(DEFAULT_WALL_MATERIAL = 250, "glass" = 100)
+ materials = list(DEFAULT_WALL_MATERIAL = 250, MATERIAL_GLASS = 100)
chemicals = list("sacid" = 20)
build_path = /obj/item/computer_hardware/network_card
sort_string = "VBAAG"
@@ -73,7 +73,7 @@
id = "netcard_advanced"
req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 2)
build_type = IMPRINTER
- materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200)
+ materials = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 200)
chemicals = list("sacid" = 20)
build_path = /obj/item/computer_hardware/network_card/advanced
sort_string = "VBAAH"
@@ -83,7 +83,7 @@
id = "netcard_wired"
req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 3)
build_type = IMPRINTER
- materials = list(DEFAULT_WALL_MATERIAL = 2500, "glass" = 400)
+ materials = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 400)
chemicals = list("sacid" = 20)
build_path = /obj/item/computer_hardware/network_card/wired
sort_string = "VBAAI"
@@ -94,7 +94,7 @@
id = "portadrive_basic"
req_tech = list(TECH_DATA = 1)
build_type = IMPRINTER
- materials = list("glass" = 800)
+ materials = list(MATERIAL_GLASS = 800)
chemicals = list("sacid" = 20)
build_path = /obj/item/computer_hardware/hard_drive/portable
sort_string = "VBAAJ"
@@ -104,7 +104,7 @@
id = "portadrive_advanced"
req_tech = list(TECH_DATA = 2)
build_type = IMPRINTER
- materials = list("glass" = 1600)
+ materials = list(MATERIAL_GLASS = 1600)
chemicals = list("sacid" = 20)
build_path = /obj/item/computer_hardware/hard_drive/portable/advanced
sort_string = "VBAAK"
@@ -114,7 +114,7 @@
id = "portadrive_super"
req_tech = list(TECH_DATA = 4)
build_type = IMPRINTER
- materials = list("glass" = 3200)
+ materials = list(MATERIAL_GLASS = 3200)
chemicals = list("sacid" = 20)
build_path = /obj/item/computer_hardware/hard_drive/portable/super
sort_string = "VBAAL"
diff --git a/code/modules/research/designs/power_designs.dm b/code/modules/research/designs/power_designs.dm
index 7216ba6a350..6e7dee96432 100644
--- a/code/modules/research/designs/power_designs.dm
+++ b/code/modules/research/designs/power_designs.dm
@@ -23,7 +23,7 @@
build_type = PROTOLATHE | MECHFAB
id = "basic_cell"
req_tech = list(TECH_POWER = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
+ materials = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50)
build_path = /obj/item/cell
category = "Misc"
sort_string = "DAAAA"
@@ -33,7 +33,7 @@
build_type = PROTOLATHE | MECHFAB
id = "high_cell"
req_tech = list(TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
+ materials = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 60)
build_path = /obj/item/cell/high
category = "Misc"
sort_string = "DAAAB"
@@ -42,7 +42,7 @@
name = "super-capacity"
id = "super_cell"
req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
+ materials = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70)
build_path = /obj/item/cell/super
category = "Misc"
sort_string = "DAAAC"
@@ -51,7 +51,7 @@
name = "hyper-capacity"
id = "hyper_cell"
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 400, "gold" = 150, "silver" = 150, "glass" = 70)
+ materials = list(DEFAULT_WALL_MATERIAL = 400, MATERIAL_GOLD = 150, MATERIAL_SILVER = 150, MATERIAL_GLASS = 70)
build_path = /obj/item/cell/hyper
category = "Misc"
sort_string = "DAAAD"
@@ -61,7 +61,7 @@
build_type = PROTOLATHE | MECHFAB
id = "device_cell"
req_tech = list(TECH_POWER = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
+ materials = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50)
build_path = /obj/item/cell/device
category = "Misc"
sort_string = "DAAAE"
\ No newline at end of file
diff --git a/code/modules/research/designs/stock_parts_designs.dm b/code/modules/research/designs/stock_parts_designs.dm
index 31cd4963f2a..c15641f7016 100644
--- a/code/modules/research/designs/stock_parts_designs.dm
+++ b/code/modules/research/designs/stock_parts_designs.dm
@@ -15,21 +15,21 @@
/datum/design/item/stock_part/basic_capacitor
id = "basic_capacitor"
req_tech = list(TECH_POWER = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
build_path = /obj/item/stock_parts/capacitor
sort_string = "CAAAA"
/datum/design/item/stock_part/adv_capacitor
id = "adv_capacitor"
req_tech = list(TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
+ materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
build_path = /obj/item/stock_parts/capacitor/adv
sort_string = "CAAAB"
/datum/design/item/stock_part/super_capacitor
id = "super_capacitor"
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50, "gold" = 20)
+ materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50, MATERIAL_GOLD = 20)
build_path = /obj/item/stock_parts/capacitor/super
sort_string = "CAAAC"
@@ -78,42 +78,42 @@
/datum/design/item/stock_part/basic_micro_laser
id = "basic_micro_laser"
req_tech = list(TECH_MAGNET = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20)
+ materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20)
build_path = /obj/item/stock_parts/micro_laser
sort_string = "CAADA"
/datum/design/item/stock_part/high_micro_laser
id = "high_micro_laser"
req_tech = list(TECH_MAGNET = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20)
+ materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20)
build_path = /obj/item/stock_parts/micro_laser/high
sort_string = "CAADB"
/datum/design/item/stock_part/ultra_micro_laser
id = "ultra_micro_laser"
req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 10, "glass" = 20, "uranium" = 10)
+ materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20, MATERIAL_URANIUM = 10)
build_path = /obj/item/stock_parts/micro_laser/ultra
sort_string = "CAADC"
/datum/design/item/stock_part/basic_sensor
id = "basic_sensor"
req_tech = list(TECH_MAGNET = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
+ materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
build_path = /obj/item/stock_parts/scanning_module
sort_string = "CAAEA"
/datum/design/item/stock_part/adv_sensor
id = "adv_sensor"
req_tech = list(TECH_MAGNET = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
+ materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
build_path = /obj/item/stock_parts/scanning_module/adv
sort_string = "CAAEB"
/datum/design/item/stock_part/phasic_sensor
id = "phasic_sensor"
req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20, "silver" = 10)
+ materials = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20, MATERIAL_SILVER = 10)
build_path = /obj/item/stock_parts/scanning_module/phasic
sort_string = "CAAEC"
@@ -122,55 +122,55 @@
desc = "Special mechanical module made to store, sort, and apply standard machine parts."
id = "rped"
req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5000)
+ materials = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 5000)
build_path = /obj/item/storage/part_replacer
sort_string = "CBAAA"
/datum/design/item/stock_part/subspace_ansible
id = "s-ansible"
req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 80, "silver" = 20)
+ materials = list(DEFAULT_WALL_MATERIAL = 80, MATERIAL_SILVER = 20)
build_path = /obj/item/stock_parts/subspace/ansible
sort_string = "UAAAA"
/datum/design/item/stock_part/hyperwave_filter
id = "s-filter"
req_tech = list(TECH_DATA = 3, TECH_MAGNET = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 40, "silver" = 10)
+ materials = list(DEFAULT_WALL_MATERIAL = 40, MATERIAL_SILVER = 10)
build_path = /obj/item/stock_parts/subspace/filter
sort_string = "UAAAB"
/datum/design/item/stock_part/subspace_amplifier
id = "s-amplifier"
req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 30, "uranium" = 15)
+ materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GOLD = 30, MATERIAL_URANIUM = 15)
build_path = /obj/item/stock_parts/subspace/amplifier
sort_string = "UAAAC"
/datum/design/item/stock_part/subspace_treatment
id = "s-treatment"
req_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 10, "silver" = 20)
+ materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_SILVER = 20)
build_path = /obj/item/stock_parts/subspace/treatment
sort_string = "UAAAD"
/datum/design/item/stock_part/subspace_analyzer
id = "s-analyzer"
req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 10, "gold" = 15)
+ materials = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GOLD = 15)
build_path = /obj/item/stock_parts/subspace/analyzer
sort_string = "UAAAE"
/datum/design/item/stock_part/subspace_crystal
id = "s-crystal"
req_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- materials = list("glass" = 1000, "silver" = 20, "gold" = 20)
+ materials = list(MATERIAL_GLASS = 1000, MATERIAL_SILVER = 20, MATERIAL_GOLD = 20)
build_path = /obj/item/stock_parts/subspace/crystal
sort_string = "UAAAF"
/datum/design/item/stock_part/subspace_transmitter
id = "s-transmitter"
req_tech = list(TECH_MAGNET = 5, TECH_MATERIAL = 5, TECH_BLUESPACE = 3)
- materials = list("glass" = 100, "silver" = 10, "uranium" = 15)
+ materials = list(MATERIAL_GLASS = 100, MATERIAL_SILVER = 10, MATERIAL_URANIUM = 15)
build_path = /obj/item/stock_parts/subspace/transmitter
sort_string = "UAAAG"
\ No newline at end of file
diff --git a/code/modules/research/designs/weapon_designs.dm b/code/modules/research/designs/weapon_designs.dm
index 52bcbcfa709..742c4bf38dd 100644
--- a/code/modules/research/designs/weapon_designs.dm
+++ b/code/modules/research/designs/weapon_designs.dm
@@ -24,7 +24,7 @@
/datum/design/item/weapon/flora_gun
id = "flora_gun"
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 500, MATERIAL_URANIUM = 500)
build_path = /obj/item/gun/energy/floragun
sort_string = "TBAAA"
@@ -40,14 +40,14 @@
desc = "An advanced chem spraying device."
id = "chemsprayer"
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000)
build_path = /obj/item/reagent_containers/spray/chemsprayer
sort_string = "TABAA"
/datum/design/item/weapon/rapidsyringe
id = "rapidsyringe"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000)
build_path = /obj/item/gun/launcher/syringe/rapid
sort_string = "TABAB"
@@ -55,7 +55,7 @@
desc = "A gun that shoots high-powered glass-encased energy temperature bullets."
id = "temp_gun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "silver" = 3000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 500, MATERIAL_SILVER = 3000)
build_path = /obj/item/gun/energy/temperature
sort_string = "TABAC"
@@ -71,7 +71,7 @@
name = "energy glaive"
desc = "A Li'idra designed hardlight glaive reverse-engineered from schematics found amongst raider wreckages."
req_tech = list(TECH_COMBAT = 6, TECH_PHORON = 4, TECH_MATERIAL = 7, TECH_ILLEGAL = 4,TECH_POWER = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 18750, "phoron" = 3000, "silver" = 7500)
+ materials = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 18750, MATERIAL_PHORON = 3000, MATERIAL_SILVER = 7500)
build_path = /obj/item/melee/energy/glaive
sort_string = "TVAAA"
@@ -92,7 +92,7 @@
id = "eshield"
req_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 4, TECH_ILLEGAL = 4)
build_type = PROTOLATHE
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 3000, "phoron" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 3000, MATERIAL_PHORON = 1000)
build_path = /obj/item/shield/energy
category = "Weapons"
sort_string = "TVHAA"
@@ -100,7 +100,7 @@
/datum/design/item/weapon/gun/beegun
id = "beegun"
req_tech = list(TECH_MATERIAL = 6, TECH_BIO = 4, TECH_POWER = 4, TECH_COMBAT = 6, TECH_MAGNET = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000, "silver" = 500, "diamond" = 3000)
+ materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 2000, MATERIAL_SILVER = 500, MATERIAL_DIAMOND = 3000)
build_path = /obj/item/gun/energy/beegun
sort_string = "TVMAA"
@@ -150,56 +150,56 @@
/datum/design/item/weapon/modular_nuke
id = "stock_nuke_cap"
req_tech = list(TECH_POWER = 5, TECH_ENGINEERING = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "uranium" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_URANIUM = 1000)
build_path = /obj/item/laser_components/capacitor/nuclear
sort_string = "TZZBD"
/datum/design/item/weapon/modular_teranium
id = "stock_teranium"
req_tech = list(TECH_POWER = 6, TECH_ENGINEERING = 4, TECH_MAGNET = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 1000, "uranium" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500)
build_path = /obj/item/laser_components/capacitor/teranium
sort_string = "TZZBE"
/datum/design/item/weapon/modular_phoron
id = "stock_phoron"
req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 5, TECH_PHORON = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "phoron" = 3000, "uranium" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_PHORON = 3000, MATERIAL_URANIUM = 500)
build_path = /obj/item/laser_components/capacitor/phoron
sort_string = "TZZBF"
/datum/design/item/weapon/modular_bs
id = "stock_bs"
req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 7, TECH_PHORON = 6, TECH_BLUESPACE = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "phoron" = 3000, "uranium" = 500, "diamond" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_PHORON = 3000, MATERIAL_URANIUM = 500, MATERIAL_DIAMOND = 1000)
build_path = /obj/item/laser_components/capacitor/bluespace
sort_string = "TZZBG"
/datum/design/item/weapon/modular_lens
id = "stock_lens"
req_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 2000)
+ materials = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 2000)
build_path = /obj/item/laser_components/focusing_lens
sort_string = "TZZCA"
/datum/design/item/weapon/modular_splitter
id = "stock_splitter"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 2000)
+ materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 2000)
build_path = /obj/item/laser_components/focusing_lens/shotgun
sort_string = "TZZCB"
/datum/design/item/weapon/modular_sniper
id = "stock_sniper"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 2000)
+ materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 2000)
build_path = /obj/item/laser_components/focusing_lens/sniper
sort_string = "TZZCC"
/datum/design/item/weapon/modular_reinforced
id = "stock_strong"
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000)
build_path = /obj/item/laser_components/focusing_lens/strong
sort_string = "TZZCD"
@@ -213,49 +213,49 @@
/datum/design/item/weapon/modular_aeg
id = "stock_aeg"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500)
build_path = /obj/item/laser_components/modifier/aeg
sort_string = "TZZDB"
/datum/design/item/weapon/modular_surge
id = "stock_surge"
req_tech = list(TECH_MATERIAL = 5, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000)
build_path = /obj/item/laser_components/modifier/surge
sort_string = "TZZDC"
/datum/design/item/weapon/modular_repeater
id = "stock_repeater"
req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000)
build_path = /obj/item/laser_components/modifier/repeater
sort_string = "TZZDD"
/datum/design/item/weapon/modular_aux
id = "stock_aux"
req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 3, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000)
build_path = /obj/item/laser_components/modifier/auxiliarycap
sort_string = "TZZDE"
/datum/design/item/weapon/modular_overcharge
id = "stock_repeater"
req_tech = list(TECH_MATERIAL = 5, TECH_COMBAT = 4, TECH_POWER = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000)
build_path = /obj/item/laser_components/modifier/overcharge
sort_string = "TZZDF"
/datum/design/item/weapon/modular_gatling
id = "stock_gat"
req_tech = list(TECH_COMBAT = 6, TECH_PHORON = 5, TECH_MATERIAL = 6, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 3000, "phoron" = 2000, "silver" = 2000, "diamond" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 3000, MATERIAL_PHORON = 2000, MATERIAL_SILVER = 2000, MATERIAL_DIAMOND = 1000)
build_path = /obj/item/laser_components/modifier/gatling
sort_string = "TZZDG"
/datum/design/item/weapon/modular_scope
id = "stock_scope"
req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 500)
build_path = /obj/item/laser_components/modifier/scope
sort_string = "TZZDH"
@@ -290,7 +290,7 @@
/datum/design/item/weapon/modular_ebayonet
id = "stock_ebayonet"
req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_POWER = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, "silver" = 500, "phoron" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_SILVER = 500, MATERIAL_PHORON = 500)
build_path = /obj/item/laser_components/modifier/ebayonet
sort_string = "TZZDM"
@@ -311,35 +311,35 @@
/datum/design/item/weapon/modular_tesla
id = "stock_supertaser"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 6, TECH_POWER = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "silver" = 1000, "phoron" = 2000)
+ materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_SILVER = 1000, MATERIAL_PHORON = 2000)
build_path = /obj/item/laser_components/modulator/tesla
sort_string = "TZZEB"
/datum/design/item/weapon/modular_ion
id = "stock_ion"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 500, "phoron" = 2000)
+ materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 500, MATERIAL_PHORON = 2000)
build_path = /obj/item/laser_components/modulator/ion
sort_string = "TZZEC"
/datum/design/item/weapon/modular_soma
id = "stock_soma"
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 250, "uranium" = 250)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 250, MATERIAL_URANIUM = 250)
build_path = /obj/item/laser_components/modulator/floramut
sort_string = "TZZED"
/datum/design/item/weapon/modular_beta
id = "stock_beta"
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 250, "uranium" = 250)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 250, MATERIAL_URANIUM = 250)
build_path = /obj/item/laser_components/modulator/floramut2
sort_string = "TZZEE"
/datum/design/item/weapon/modular_pest
id = "stock_pest"
req_tech = list(TECH_MATERIAL = 1, TECH_BIO = 4, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "uranium" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000, MATERIAL_URANIUM = 500)
build_path = /obj/item/laser_components/modulator/arodentia
sort_string = "TZZEF"
@@ -374,42 +374,42 @@
/datum/design/item/weapon/modular_decloner
id = "stock_declone"
req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 3000)
build_path = /obj/item/laser_components/modulator/decloner
sort_string = "TZZEK"
/datum/design/item/weapon/modular_ebow
id = "stock_ebow"
req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4, TECH_ILLEGAL = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 3000)
build_path = /obj/item/laser_components/modulator/ebow
sort_string = "TZZEL"
/datum/design/item/weapon/modular_blaster
id = "stock_blaster"
req_tech = list(TECH_COMBAT = 2, TECH_PHORON = 4, TECH_MATERIAL = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 2000, "phoron" = 6000)
+ materials = list(DEFAULT_WALL_MATERIAL = 8000, MATERIAL_GLASS = 2000, MATERIAL_PHORON = 6000)
build_path = /obj/item/laser_components/modulator/blaster
sort_string = "TZZEM"
/datum/design/item/weapon/modular_laser
id = "stock_laser"
req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3, TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 500, "phoron" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 750, MATERIAL_GLASS = 500, MATERIAL_PHORON = 1000)
build_path = /obj/item/laser_components/modulator
sort_string = "TZZEN"
/datum/design/item/weapon/modular_tox
id = "stock_tox"
req_tech = list(TECH_COMBAT = 4, TECH_PHORON = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 2500, "glass" = 1000, "phoron" = 2000)
+ materials = list(DEFAULT_WALL_MATERIAL = 2500, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 2000)
build_path = /obj/item/laser_components/modulator/tox
sort_string = "TZZEO"
/datum/design/item/weapon/modular_net
id = "stock_net"
req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4, TECH_ILLEGAL = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 1000, MATERIAL_PHORON = 3000)
build_path = /obj/item/laser_components/modulator/net
sort_string = "TZZEP"
@@ -431,21 +431,21 @@
/datum/design/item/weapon/ka_frame03
id = "ka_frame03"
req_tech = list(TECH_MATERIAL = 3,TECH_ENGINEERING = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "silver" = 2000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_SILVER = 2000)
build_path = /obj/item/gun/custom_ka/frame03
sort_string = "TZZFC"
/datum/design/item/weapon/ka_frame04
id = "ka_frame04"
req_tech = list(TECH_MATERIAL = 6,TECH_ENGINEERING = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "silver" = 2000, "diamond" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_SILVER = 2000, MATERIAL_DIAMOND = 1000)
build_path = /obj/item/gun/custom_ka/frame04
sort_string = "TZZFD"
/datum/design/item/weapon/ka_frame05
id = "ka_frame05"
req_tech = list(TECH_MATERIAL = 6,TECH_ENGINEERING = 6)
- materials = list(DEFAULT_WALL_MATERIAL = 6000, "silver" = 4000, "diamond" = 2000)
+ materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_SILVER = 4000, MATERIAL_DIAMOND = 2000)
build_path = /obj/item/gun/custom_ka/frame05
sort_string = "TZZFE"
@@ -453,35 +453,35 @@
/datum/design/item/weapon/ka_cell01
id = "ka_cell01"
req_tech = list(TECH_MATERIAL = 1,TECH_ENGINEERING = 1,TECH_MAGNET = 1,TECH_POWER = 1)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 1000)
build_path = /obj/item/custom_ka_upgrade/cells/cell01
sort_string = "TZZGA"
/datum/design/item/weapon/ka_cell02
id = "ka_cell02"
req_tech = list(TECH_MATERIAL = 3,TECH_ENGINEERING = 1,TECH_MAGNET = 1,TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 1000, MATERIAL_SILVER = 1000)
build_path = /obj/item/custom_ka_upgrade/cells/cell02
sort_string = "TZZGB"
/datum/design/item/weapon/ka_cell03
id = "ka_cell03"
req_tech = list(TECH_MATERIAL = 4,TECH_ENGINEERING = 3,TECH_MAGNET = 2,TECH_POWER = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000, "silver" = 3000, "gold" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 1000)
build_path = /obj/item/custom_ka_upgrade/cells/cell03
sort_string = "TZZGC"
/datum/design/item/weapon/ka_cell04
id = "ka_cell04"
req_tech = list(TECH_MATERIAL = 5,TECH_ENGINEERING = 4,TECH_MAGNET = 3,TECH_POWER = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 3000, "silver" = 3000, "gold" = 1000, "uranium" = 5000)
+ materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 1000, MATERIAL_URANIUM = 5000)
build_path = /obj/item/custom_ka_upgrade/cells/cell04
sort_string = "TZZGD"
/datum/design/item/weapon/ka_cell05
id = "ka_cell05"
req_tech = list(TECH_MATERIAL = 5,TECH_ENGINEERING = 6,TECH_MAGNET = 5,TECH_POWER = 5, TECH_PHORON = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 3000, "silver" = 3000, "gold" = 1000, "phoron" = 5000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 3000, MATERIAL_SILVER = 3000, MATERIAL_GOLD = 1000, MATERIAL_PHORON = 5000)
build_path = /obj/item/custom_ka_upgrade/cells/cell05
sort_string = "TZZGE"
@@ -489,35 +489,35 @@
/datum/design/item/weapon/ka_barrel01
id = "ka_barrel01"
req_tech = list(TECH_MATERIAL = 1,TECH_ENGINEERING = 1,TECH_MAGNET = 1, TECH_PHORON = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000, "phoron" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 2000, MATERIAL_GLASS = 2000, MATERIAL_PHORON = 500)
build_path = /obj/item/custom_ka_upgrade/barrels/barrel01
sort_string = "TZZHA"
/datum/design/item/weapon/ka_barrel02
id = "ka_barrel02"
req_tech = list(TECH_MATERIAL = 1,TECH_ENGINEERING = 1,TECH_MAGNET = 3, TECH_PHORON = 2)
- materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 2000, "phoron" = 500)
+ materials = list(DEFAULT_WALL_MATERIAL = 3000, MATERIAL_GLASS = 2000, MATERIAL_PHORON = 500)
build_path = /obj/item/custom_ka_upgrade/barrels/barrel02
sort_string = "TZZHB"
/datum/design/item/weapon/ka_barrel03
id = "ka_barrel03"
req_tech = list(TECH_MATERIAL = 4,TECH_ENGINEERING = 3,TECH_MAGNET = 3, TECH_PHORON = 3)
- materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "gold" = 2000, "phoron" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 4000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 2000, MATERIAL_PHORON = 1000)
build_path = /obj/item/custom_ka_upgrade/barrels/barrel03
sort_string = "TZZHC"
/datum/design/item/weapon/ka_barrel04
id = "ka_barrel04"
req_tech = list(TECH_MATERIAL = 6,TECH_ENGINEERING = 3,TECH_MAGNET = 5, TECH_PHORON = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 3000, "gold" = 3000, "phoron" = 3000, "diamond" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 3000, MATERIAL_GOLD = 3000, MATERIAL_PHORON = 3000, MATERIAL_DIAMOND = 1000)
build_path = /obj/item/custom_ka_upgrade/barrels/barrel04
sort_string = "TZZHD"
/datum/design/item/weapon/ka_barrel05
id = "ka_barrel05"
req_tech = list(TECH_MATERIAL = 6,TECH_ENGINEERING = 5,TECH_MAGNET = 6, TECH_PHORON = 5)
- materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 4000, "gold" = 4000, "phoron" = 4000, "diamond" = 2000)
+ materials = list(DEFAULT_WALL_MATERIAL = 6000, MATERIAL_GLASS = 4000, MATERIAL_GOLD = 4000, MATERIAL_PHORON = 4000, MATERIAL_DIAMOND = 2000)
build_path = /obj/item/custom_ka_upgrade/barrels/barrel05
sort_string = "TZZHE"
@@ -525,48 +525,48 @@
/datum/design/item/weapon/ka_upgrade01
id = "ka_upgrade01"
req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000)
build_path = /obj/item/custom_ka_upgrade/upgrade_chips/damage
sort_string = "TZZIA"
/datum/design/item/weapon/ka_upgrade02
id = "ka_upgrade02"
req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000)
build_path = /obj/item/custom_ka_upgrade/upgrade_chips/firerate
sort_string = "TZZIB"
/datum/design/item/weapon/ka_upgrade03
id = "ka_upgrade03"
req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000)
build_path = /obj/item/custom_ka_upgrade/upgrade_chips/effeciency
sort_string = "TZZIC"
/datum/design/item/weapon/ka_upgrade04
id = "ka_upgrade04"
req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000)
build_path = /obj/item/custom_ka_upgrade/upgrade_chips/recoil
sort_string = "TZZID"
/datum/design/item/weapon/ka_upgrade05
id = "ka_upgrade05"
req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000)
build_path = /obj/item/custom_ka_upgrade/upgrade_chips/focusing
sort_string = "TZZIE"
/datum/design/item/weapon/ka_upgrade06
id = "ka_upgrade06"
req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000)
build_path = /obj/item/custom_ka_upgrade/upgrade_chips/capacity
sort_string = "TZZIF"
/datum/design/item/weapon/ka_upgrade07
id = "ka_upgrade07"
req_tech = list(TECH_POWER = 4,TECH_MAGNET = 4, TECH_DATA = 4)
- materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 2000, "gold" = 1000)
+ materials = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 2000, MATERIAL_GOLD = 1000)
build_path = /obj/item/custom_ka_upgrade/upgrade_chips/explosive
sort_string = "TZZIG"
diff --git a/code/modules/research/protolathe.dm b/code/modules/research/protolathe.dm
index 901a01a848d..566af5e9282 100644
--- a/code/modules/research/protolathe.dm
+++ b/code/modules/research/protolathe.dm
@@ -8,7 +8,7 @@
active_power_usage = 5000
var/max_material_storage = 100000
- var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "gold" = 0, "silver" = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0)
+ var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0, MATERIAL_GOLD = 0, MATERIAL_SILVER = 0, MATERIAL_PHORON = 0, MATERIAL_URANIUM = 0, MATERIAL_DIAMOND = 0)
var/list/datum/design/queue = list()
var/progress = 0
diff --git a/code/modules/research/research.dm b/code/modules/research/research.dm
index c6c15527ba6..e68581c71e4 100644
--- a/code/modules/research/research.dm
+++ b/code/modules/research/research.dm
@@ -218,7 +218,7 @@ research holder datum.
icon_state = "datadisk2"
item_state = "card-id"
w_class = 2.0
- matter = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10)
+ matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10)
var/datum/tech/stored
/obj/item/disk/tech_disk/New()
@@ -232,7 +232,7 @@ research holder datum.
icon_state = "datadisk2"
item_state = "card-id"
w_class = 2.0
- matter = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10)
+ matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10)
var/datum/design/blueprint
/obj/item/disk/design_disk/New()
diff --git a/code/modules/research/stockparts.dm b/code/modules/research/stockparts.dm
index f2be4e2482e..0713f5f3cf1 100644
--- a/code/modules/research/stockparts.dm
+++ b/code/modules/research/stockparts.dm
@@ -19,21 +19,21 @@
desc = "Used in the construction of computers and other devices with a interactive console."
icon_state = "screen"
origin_tech = list(TECH_MATERIAL = 1)
- matter = list("glass" = 200)
+ matter = list(MATERIAL_GLASS = 200)
/obj/item/stock_parts/capacitor
name = "capacitor"
desc = "A basic capacitor used in the construction of a variety of devices."
icon_state = "capacitor"
origin_tech = list(TECH_POWER = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
/obj/item/stock_parts/scanning_module
name = "scanning module"
desc = "A compact, high resolution scanning module used in the construction of certain devices."
icon_state = "scan_module"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
/obj/item/stock_parts/manipulator
name = "micro-manipulator"
@@ -47,7 +47,7 @@
desc = "A tiny laser used in certain devices."
icon_state = "micro_laser"
origin_tech = list(TECH_MAGNET = 1)
- matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20)
/obj/item/stock_parts/matter_bin
name = "matter bin"
@@ -63,7 +63,7 @@
desc = "An advanced capacitor used in the construction of a variety of devices."
origin_tech = list(TECH_POWER = 3)
rating = 2
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
/obj/item/stock_parts/scanning_module/adv
name = "advanced scanning module"
@@ -71,7 +71,7 @@
icon_state = "scan_module"
origin_tech = list(TECH_MAGNET = 3)
rating = 2
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
/obj/item/stock_parts/manipulator/nano
name = "nano-manipulator"
@@ -87,7 +87,7 @@
icon_state = "high_micro_laser"
origin_tech = list(TECH_MAGNET = 3)
rating = 2
- matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20)
/obj/item/stock_parts/matter_bin/adv
name = "advanced matter bin"
@@ -104,14 +104,14 @@
desc = "A super-high capacity capacitor used in the construction of a variety of devices."
origin_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
rating = 3
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 50)
/obj/item/stock_parts/scanning_module/phasic
name = "phasic scanning module"
desc = "A compact, high resolution phasic scanning module used in the construction of certain devices."
origin_tech = list(TECH_MAGNET = 5)
rating = 3
- matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 50, MATERIAL_GLASS = 20)
/obj/item/stock_parts/manipulator/pico
name = "pico-manipulator"
@@ -127,7 +127,7 @@
desc = "A tiny laser used in certain devices."
origin_tech = list(TECH_MAGNET = 5)
rating = 3
- matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20)
+ matter = list(DEFAULT_WALL_MATERIAL = 10, MATERIAL_GLASS = 20)
/obj/item/stock_parts/matter_bin/super
name = "super matter bin"
@@ -144,42 +144,42 @@
icon_state = "subspace_ansible"
desc = "A compact module capable of sensing extradimensional activity."
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 5 ,TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
+ matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10)
/obj/item/stock_parts/subspace/filter
name = "hyperwave filter"
icon_state = "hyperwave_filter"
desc = "A tiny device capable of filtering and converting super-intense radiowaves."
origin_tech = list(TECH_DATA = 4, TECH_MAGNET = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
+ matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10)
/obj/item/stock_parts/subspace/amplifier
name = "subspace amplifier"
icon_state = "subspace_amplifier"
desc = "A compact micro-machine capable of amplifying weak subspace transmissions."
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
+ matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10)
/obj/item/stock_parts/subspace/treatment
name = "subspace treatment disk"
icon_state = "treatment_disk"
desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves."
origin_tech = list(TECH_DATA = 3, TECH_MAGNET = 2, TECH_MATERIAL = 5, TECH_BLUESPACE = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
+ matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10)
/obj/item/stock_parts/subspace/analyzer
name = "subspace wavelength analyzer"
icon_state = "wavelength_analyzer"
desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
origin_tech = list(TECH_DATA = 3, TECH_MAGNETS = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
+ matter = list(DEFAULT_WALL_MATERIAL = 30, MATERIAL_GLASS = 10)
/obj/item/stock_parts/subspace/crystal
name = "ansible crystal"
icon_state = "ansible_crystal"
desc = "A crystal made from pure glass used to transmit laser databursts to subspace."
origin_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
- matter = list("glass" = 50)
+ matter = list(MATERIAL_GLASS = 50)
/obj/item/stock_parts/subspace/transmitter
name = "subspace transmitter"
diff --git a/code/modules/research/xenoarchaeology/chemistry.dm b/code/modules/research/xenoarchaeology/chemistry.dm
index b0895594d40..dda5b802edc 100644
--- a/code/modules/research/xenoarchaeology/chemistry.dm
+++ b/code/modules/research/xenoarchaeology/chemistry.dm
@@ -6,7 +6,7 @@
desc = "A small, open-topped glass container for delicate research samples. It sports a re-useable strip for labelling with a pen."
icon = 'icons/obj/device.dmi'
icon_state = "solution_tray"
- matter = list("glass" = 5)
+ matter = list(MATERIAL_GLASS = 5)
w_class = 2.0
amount_per_transfer_from_this = 1
possible_transfer_amounts = list(1, 2)
diff --git a/code/modules/tables/debug.dm b/code/modules/tables/debug.dm
deleted file mode 100644
index 9fac30e56b9..00000000000
--- a/code/modules/tables/debug.dm
+++ /dev/null
@@ -1,22 +0,0 @@
-
-// Mostly for debugging table connections
-// This file is not #included in the .dme.
-
-/obj/structure/table/debug
- New()
- material = get_material_by_name("debugium")
- ..()
-
-/material/debug
- name = "debugium"
- stack_type = /obj/item/stack/material/debug
- icon_base = "debug"
- icon_reinf = "rdebug"
- icon_colour = "#FFFFFF"
-
-/obj/item/stack/material/debug
- name = "debugium"
- icon = 'icons/obj/tables.dmi'
- icon_state = "debugium"
- default_type = "debugium"
-
diff --git a/code/modules/tables/presets.dm b/code/modules/tables/presets.dm
index ce4eea497c9..339f6474103 100644
--- a/code/modules/tables/presets.dm
+++ b/code/modules/tables/presets.dm
@@ -4,9 +4,9 @@
/obj/structure/table/Initialize()
if(table_mat)
- material = get_material_by_name(table_mat)
+ material = SSmaterials.get_material_by_name(table_mat)
if(table_reinf)
- reinforced = get_material_by_name(table_reinf)
+ reinforced = SSmaterials.get_material_by_name(table_reinf)
. = ..()
/obj/structure/table/standard
diff --git a/code/modules/tables/tables.dm b/code/modules/tables/tables.dm
index 76c36e16967..e7efbc82a7f 100644
--- a/code/modules/tables/tables.dm
+++ b/code/modules/tables/tables.dm
@@ -17,7 +17,6 @@
var/can_plate = 1
var/manipulating = 0
- var/material/material = null
var/material/reinforced = null
// Gambling tables. I'd prefer reinforced with carpet/felt/cloth/whatever, but AFAIK it's either harder or impossible to get /obj/item/stack/material of those.
@@ -302,7 +301,7 @@
if(full_return || prob(20))
new /obj/item/stack/material/steel(src.loc)
else
- var/material/M = get_material_by_name(DEFAULT_WALL_MATERIAL)
+ var/material/M = SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL)
S = M.place_shard(loc)
if(S) shards += S
qdel(src)